Territory display on minimap

NirgalNirgal Join Date: 2004-07-25 Member: 30121Members, Constellation
edited October 2011 in Ideas and Suggestions
I made some searches and didnt find anything related to this.

With some additions, the minimap could give informations about what happens down there to new players, and also could help experienced players by allowing them to read the situation on the minimap much easier.
It could be a good addition to something Flayra is actually considering : <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- Drawing “under attack” blips on the minimap (sometimes you see a hive sight blip then bring up the map and can’t see what’s under attack)<!--QuoteEnd--></div><!--QuoteEEnd-->


<b>Marine side </b>
A few colours and icons on the map would help to quickly have an estimation of the overall situation of the game. The comm would be able to have a better tactical insight of the game and players would find easily where to go to find action or be useful.The ennemy territory is updated by scans and players’ line of sight.

Red for rooms controlled by enemy
Green for friend
Grey for neutral
Light red or green with a small flashing electricity icon for non powered rooms.
Yellow tools icon for damaged buildings
Red flashing buckler for attacked buildings

The minimap would not only give positions but also secondary objectives as well as tactical informations.



<b>Alien side </b>
The territory expands with the infestation and appears as green. Parasited buildings appear as red on minimap.

Comments

  • inFamous DesigninFamous Design Join Date: 2011-10-16 Member: 127667Members
    edited October 2011
    I like the idea, but not the way you are explaining it.

    I was thinking more of like "fog of war" style. Once a marine see's an alien structure or infestation on their screen, it should immediately be uploaded to their map with whatever it may be and also uploaded to the commanders view. This would add more team work to the team allowing the commander to give more specific orders and make "scouting" more important.

    On the map it would show up like it would for the other team, just more opaque and transparent.



    This isn't really important to me and may cause a lot of flaming but hey, this game is in beta. You have to mess with all kinds of things. If you're mad because they changed something you don't like for a little bit, you should realize you bought a BETA game which is subdue to frequent change.

    Going against common belief makes the biggest changes and eventually leads to other ideas.
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    i'd suggest create a topic thread for fog of war in the ideas section.
  • NirgalNirgal Join Date: 2004-07-25 Member: 30121Members, Constellation
    <!--quoteo(post=1880759:date=Oct 19 2011, 08:34 PM:name=inFamous Design)--><div class='quotetop'>QUOTE (inFamous Design @ Oct 19 2011, 08:34 PM) <a href="index.php?act=findpost&pid=1880759"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the idea, but not the way you are explaining it.

    I was thinking more of like "fog of war" style. Once a marine see's an alien structure or infestation on their screen, it should immediately be uploaded to their map with whatever it may be and also uploaded to the commanders view. This would add more team work to the team allowing the commander to give more specific orders and make "scouting" more important.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I didn't mention the fog of war, as i'm not really a RTS player, but that's exactly what i was talking about : <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The ennemy territory is updated by scans and players’ line of sight.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The "fog of war" effect is btw a must have to be able to know if the data you have for a room (ennemy structures) is up to date (someone has a eye sight on it) or is outdated. But the fog of war is not the main idea here.

    The overall idea is to give more clues with easy to understand symbols on the minimap.

    I tried to explain the idea without giving too many details. I'll try to provide a visual of what i have in mind to be more clear.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    As long as hiding (but not cloaked) skulks/structures do not show up. I really dislike it when games show characters on the minimap because the player <i>technically</i> has line of sight, but has otherwise not seen them.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    edited October 2011
    <!--quoteo(post=1880859:date=Oct 20 2011, 11:53 AM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Oct 20 2011, 11:53 AM) <a href="index.php?act=findpost&pid=1880859"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As long as hiding (but not cloaked) skulks/structures do not show up. I really dislike it when games show characters on the minimap because the player <i>technically</i> has line of sight, but has otherwise not seen them.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This could be fixed by giving players what I'll call a "view cone" which basically is not your entire field of view, but an area of view closer to where you're actually looking, and require you have an alien within it's area of effect for some period of time to further confirm the player is aware of the enemy.

    Or, alternatively the game could use a spot mechanic, a la BattleField. Press the Q button to populate your minimap, and give a slight parasite/motion tracking circle on the enemy for a brief period.
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