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[Proposal] Overview changing colors if your gun can't track the target. (modified)

Author
Koriel Vandrec
Hedion University
Amarr Empire
#1 - 2013-06-16 14:01:34 UTC  |  Edited by: Koriel Vandrec
So I was going through the tutorial on combat and I pulled up the angular velocity I think.
I noted that if you are going to fast your gun can't track the target.
So then I adjusted so that my guns could track and found myself staring at the numbers for almost the whole fight.
Which got me thinking about a color change if your guns can't track.

I think it would be cool if you could set up your overview to change colors of your target if your guns can't track them.
It could be something as simple as a client side option.
Type in the number you don't want to exceed and if it does change the color of the target.

***** Modified *****

As others have pointed out perhaps a better option would be a colored ring around each turret.
Or just a dot or light.
For guns it could depict angular velocity and for missiles it could depict range.

That way can see at a glance if what you are shooting at is in range or missing.
Green for in range or your guns can track the target and red for out of range.
You could even add in a yellow for marginal.
If you want more info you can use the overview.
BigSako
Aliastra
Gallente Federation
#2 - 2013-06-16 20:32:35 UTC
dislike. don't dumb the game down, people should learn how to read the numbers.
Koriel Vandrec
Hedion University
Amarr Empire
#3 - 2013-06-17 03:37:17 UTC
BigSako wrote:
dislike. don't dumb the game down, people should learn how to read the numbers.


It is not dumbing down the game if the player has to input the threshold.
It is simply a visual que nothing more.

At the very least it will make people aware.


Lykouleon
Noble Sentiments
Second Empire.
#4 - 2013-06-17 04:51:53 UTC
Learn to add transversal to your overview like everybody else.

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

Koriel Vandrec
Hedion University
Amarr Empire
#5 - 2013-06-17 12:25:09 UTC
Lykouleon wrote:
Learn to add transversal to your overview like everybody else.


HUH... that is why I posted to begin with......
I found the the way the game depicts transverse rather inefficient, and thought that having a color change change of the very same numbers would help rather then staring at a decimal point for the entire fight.

I am beginning to understand why people call this game spreadsheets online.
It is not that the game has lots of number crunching but that the players actually enjoy looking at them instead of the ships.





Destination SkillQueue
Doomheim
#6 - 2013-06-17 16:48:27 UTC
Koriel Vandrec wrote:
Lykouleon wrote:
Learn to add transversal to your overview like everybody else.


HUH... that is why I posted to begin with......
I found the the way the game depicts transverse rather inefficient, and thought that having a color change change of the very same numbers would help rather then staring at a decimal point for the entire fight.

I am beginning to understand why people call this game spreadsheets online.
It is not that the game has lots of number crunching but that the players actually enjoy looking at them instead of the ships.




You're not entirely correct. This idea of displaying combat relevant information outside the overview in an easily accessable and visual way isn't a new one. It has been requested before and most players would propably welcome such changes, since it would involve looking at the main view screen, instead of staring at numbers in the overview the entire fight. There is just a section of the playerbase, that defends the old way of doing things no matter how bad or stupid that way actually is, so don't get discouraged by it. Just make your case the best you can, address any constructive criticisms and hope your idea gets added to CCP's things-to-do list.
Hesod Adee
Perkone
Caldari State
#7 - 2013-06-18 05:42:08 UTC  |  Edited by: Hesod Adee
Koriel Vandrec wrote:
Lykouleon wrote:
Learn to add transversal to your overview like everybody else.


HUH... that is why I posted to begin with......
I found the the way the game depicts transverse rather inefficient, and thought that having a color change change of the very same numbers would help rather then staring at a decimal point for the entire fight.

I am beginning to understand why people call this game spreadsheets online.
It is not that the game has lots of number crunching but that the players actually enjoy looking at them instead of the ships.






Try looking at the angular velocity column instead, since that's the number that your guns tracking is compared again. Not the traversal velocity.

Me, I'd suggest CCP change the color of that column, and only that column, when the targets angular velocity is too high for your guns.
Samillian
Angry Mustellid
#8 - 2013-06-18 14:00:05 UTC
Every time I look at my overview I see a transversal column, problem solved.

NBSI shall be the whole of the Law

paritybit
Stimulus
#9 - 2013-06-18 19:34:33 UTC
I like the idea of a visual cue (that is not a number) telling me when my guns are having trouble tracking.

We have enough numbers to look at. Range. Speed. Managing drones.

I think everybody who is complaining would like to go to a text-based EVE. Let's give them an un-dumbed-down ASCII client.
Anhenka
The New Federation
Sigma Grindset
#10 - 2013-06-19 00:24:29 UTC
And what if a ship is using a split weapon system? Or enemy traversal is still at a point where hitting is possible, but very unlikely?

If I am using both guns and missiles, which one is used to determine my ability to hit? What if they are a a very low transversal, but at a range where the guns are unable to hit properly?

Would such a system apply to a droneboat, and if so would transversal be calculated by the position of the ship or the released drones, if the latter how do we display that?

The problems in implementing this are significant. While a simple "Green if enemy angular velocity > tracking of single weapon system" might be possible, it would be a rather halfassed way to go about it when so many other factors go into calculating ability to hit.

TLDR: Barring some very low priority unified UI system to better show and compare all stats of an enemy moving vessel to your currently fitted weapon systems suddenly appearing from nowhere, I think you are out of luck.
That and ability to eyeball the movement of an enemy is an important skill to learn manually, especially for PvP, when you may not have time for a lot of paying attention to the overview.
Koriel Vandrec
Hedion University
Amarr Empire
#11 - 2013-06-19 20:34:39 UTC  |  Edited by: Koriel Vandrec
Anhenka wrote:
And what if a ship is using a split weapon system? Or enemy traversal is still at a point where hitting is possible, but very unlikely?

If I am using both guns and missiles, which one is used to determine my ability to hit? What if they are a a very low transversal, but at a range where the guns are unable to hit properly?

Would such a system apply to a droneboat, and if so would transversal be calculated by the position of the ship or the released drones, if the latter how do we display that?

The problems in implementing this are significant. While a simple "Green if enemy angular velocity > tracking of single weapon system" might be possible, it would be a rather halfassed way to go about it when so many other factors go into calculating ability to hit.

TLDR: Barring some very low priority unified UI system to better show and compare all stats of an enemy moving vessel to your currently fitted weapon systems suddenly appearing from nowhere, I think you are out of luck.
That and ability to eyeball the movement of an enemy is an important skill to learn manually, especially for PvP, when you may not have time for a lot of paying attention to the overview.


As you say and I said the overview is not the best way to see things, hense my post.
I did modify my original post to account for different guns or missiles.
I have no idea what you are talking about for drones, so far all I have had to do with those is tell them who to shoot or just take a shot at something and they go there merry way.

As far as gun range that is the first thing I had to look at.
I didn't start worrying about tracking until I started the whole orbit of death thing.
If someone can stay out of range it doesn't really matter about tracking and range is depicited all over the place so I am not sure what you are talking about there.