Combat suggestions
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.
I like this feedback
Good point.
Good point.
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.
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.
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.
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.
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
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
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.
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.
Replies have been locked on this page!