Combat suggestions

Marko Ruban shared this feedback 21 days ago
Under Consideration

Enemy ship marker (green tag) covers up the ship until in most cases it is already too late. You can't see what is shooting at you, or where to aim your fire. Even outside of combat situations, the markers often cover up too much. Suggest offset marker placement for green category of targets with a thin line pointing at the center of the location.

I would also suggest a HUD wireframe simulation of enemy target, which would show current approach angle, indications of where the firing points are, and where your ship is aiming at currently.

Camera blocks would be helpful as well, for those cases when you don't have a glass cockpit in front on the ship (safety reasons). A camera block would allow to place point-of-view in front of the ship, giving better visibility of the enemy target.

Replies (5)

photo
1

Good point.

photo
2

Cameras would probably be better than the hud showing you the target, I'd suspect it is lighter on the system to just code a camera-zoom feature instead of trying to display a copy of the target in the hud. It would also help to change the marker for grids in to something like a ring or box that outlines the target instead of sitting on top of it.

photo
4

The HUD still needs a lot of work. I find the idea of displaying the approach angle interesting, but it should come with certain prerequisites – for example, a radar block.


Once a ship enters the area covered by the radar, the HUD could show the distance it has traveled within that radius, and possibly even its projected course. There could also be countermeasure blocks as a way to counter this.


Of course, such a HUD display should be optional and can be turned off by the player.

photo
1

I would agree; the game could use a radar system for finding and tracking objects that aren't broadcasting on antennas. Technically a radar in the vacuum doesn't have an absolute distance, but an effective distance based on the strength of the return. The game could use the volume of an object (not a true radar cross-section but less calculation intensive and i think the game already knows that value), strength of your radar, and it's distance to judge strength of a return, or you could passively listen for their antennas or radar sweeps and use those to track them (keeping yourself more hidden, but if they turn their radar and antenna off, it's a blind submarine torpedo battle)


For tracking objects, I personally would want them displayed as a sphere with a horizon (their left-right roll angle) and an arrow indicating direction of motion. If you have enough info to track them, you could draw a line representing their current trajectory across space and markers on that line traveling with them that indicate where to fire to hit center of volume/mass/whatever counts as the target


You could also track targets by infrared, and heat management was a balancing mechanic suggested in the energy weapons thread; hotter objects glow more brightly, and unlike radar you can't actually turn this off and enemies can passively observe it at any point. All you can do is try to reduce your temperature to as close to the background temperature as possible. Which means more heat radiators, which up your volume and radar cross-section. Stealth in space is hard, turns out.

You could track them visually too. Introducing a target acquisition turret that sweeps the sky with video and infrared sensors to identify objects around you would make perfect sense, and its accuracy would indeed fall off over greater distances.

photo
1

At least give any trails to bullets. As it is now I notice something shooting after I loose blocks from my ships. Same for my own bullets I don't see where my turret sooting on.

photo
photo
2

Thanks for the feedback this is helpful.

We agree the current green target markers can sometimes occlude ships during early engagement. The idea of offsetting markers with a small line pointing to the target is a solid suggestion and worth reviewing for clarity improvements.

The HUD wireframe / targeting overlay is more complex, but we understand the intent around better situational awareness. If explored, it would likely need to be optional to avoid clutter.

Camera block suggestions are also noted visibility in ships without forward viewports is something we’ve seen raised before, but any solution would need careful balance.


We’ll pass all of this to the UI/UX and combat teams for consideration.


Arron

Community Manger

photo
1

I vote for the cameras too, albeit for slightly different reasons: I like to play with first person view only, as it seems less "cheaty". But that leaves me with some things being difficult, such as the approach to a landing pad I cannot directly see. In SE1, I like to use a bottom camera for that, in SE2 this is not yet possible.

Leave a Comment
 
Attach a file
You can't vote. Please authorize!
You can't vote. Please authorize!
You can't vote. Please authorize!