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Easy and useful fixes


Linuxizer's Avatar


Linuxizer
11.03.2014 , 10:40 PM | #1
1. Scoreboard text colours: right now we have
- white text on bright green for your allies
- white text on black for your enemies
- white text on dark blue for you, which is nearly indistinguishable from the black. How about a different shade? Especially for players like me who are all over the place at the end of the match

2. Gunships are earning more requisitions than other ships. There is a 5 req bonus for every kill or assist made with railgun. So let's say you get 20, plus daily bonus, that's 200 extra req for f2p or pref players. I guesstimate I average 1200 req per match in gunship and 1000 in other ships. They should either increase for other ships, or reduce for gunship.

SammyGStatus's Avatar


SammyGStatus
11.04.2014 , 07:18 AM | #2
Quote: Originally Posted by Linuxizer View Post
1. Scoreboard text colours: right now we have
- white text on bright green for your allies
- white text on black for your enemies
- white text on dark blue for you, which is nearly indistinguishable from the black. How about a different shade? Especially for players like me who are all over the place at the end of the match

2. Gunships are earning more requisitions than other ships. There is a 5 req bonus for every kill or assist made with railgun. So let's say you get 20, plus daily bonus, that's 200 extra req for f2p or pref players. I guesstimate I average 1200 req per match in gunship and 1000 in other ships. They should either increase for other ships, or reduce for gunship.
Dunno about the scoreboard, but there is a massive req boost coming in 3.0
Renegade-One / Leggogurl / Aimbot / Even'ess / Status

Asbetos's Avatar


Asbetos
11.04.2014 , 08:07 AM | #3
Those are decent suggestion, but they are minor QoL improvements. I'd much rather have them working on important things: development (new maps, modes, ships...) and maintenance (scout, GS, SF balance passes).
The Progenitor
Darth Xinthos Skykiller <Retaliation>
Captain Zyka Skykiller <Sons of Anarchy>

Verain's Avatar


Verain
11.04.2014 , 09:40 AM | #4
The gunship req is not per kill, it's per railgun kill, and it's not a very large number. The big problem is that gunships were being penalized heavily in a very typical situation: allies on the node, you sniping node. You help clear node. Node goes green, req to allies, none for you.

This? Is neither "easy" nor "useful" nor a "fix". This is "QQ plx nerf gunships". Putting that next to "improve readability of scoreboard"... is that even serious?
"The most despicable person on the GSF forum."

Linuxizer's Avatar


Linuxizer
11.04.2014 , 08:24 PM | #5
Quote: Originally Posted by SammyGStatus View Post
Dunno about the scoreboard, but there is a massive req boost coming in 3.0
Then it is exactly the right time to remove the unfair bonus, especially if the boost will exaggerate the bonus.

Quote: Originally Posted by Verain View Post
The gunship req is not per kill, it's per railgun kill, and it's not a very large number. The big problem is that gunships were being penalized heavily in a very typical situation: allies on the node, you sniping node. You help clear node. Node goes green, req to allies, none for you.

This? Is neither "easy" nor "useful" nor a "fix". This is "QQ plx nerf gunships". Putting that next to "improve readability of scoreboard"... is that even serious?
In my experience in both domination and deathmatch, I tend to get noticeably more req in gunship. Assuming my tactics are flawed, they should still get rid of the railgun bonus in deathmatch.

And now you remind me... there is a powerup bonus in deathmatch. As it is probably an advantage for scouts and (relative) disadvantage for gunships and bombers, let's get rid of it as well.

Bombers get the lowest req in both domination and deathmatch, at least in my experience.

Verain's Avatar


Verain
11.04.2014 , 11:31 PM | #6
So this fix is "easy" because it involves them screwing gunships, and "useful" because it involves them screwing gunships.

Whole thread is just gunship cry thread. Got it. Nice title for gunship cry thread.
"The most despicable person on the GSF forum."

ALaggyGrunt's Avatar


ALaggyGrunt
11.05.2014 , 02:10 AM | #7
The red-green color scheme makes trouble for someone with red-green colorblindness. Is that gray box a friend or foe?

Verain's Avatar


Verain
11.05.2014 , 09:20 AM | #8
They don't see those colors as gray, normally.


I think that the red/green enemy/ally markers are a little lame, but they are different brightness at least, and a colorblind guy already lives in a world of having to use that distinction for a lot. It would still be nice for the common types of colorblindness to be supported at LEAST in GSF, where the colors matter. My colorblind friend who rejected this game pretty fast mostly cited the shield arcs and hull hit points as being the most ludicrous, because they literally cycle through just the part of the rainbow that protanopia and deuternopia can't distinguish well at all, and it's a combination of brightness and chromacity. If you had a disability that is absurdly frustrating when brought to bear, but hardly ever happens in reality and doesn't bother you much when driving / walking / living, you aren't going to play a game where "tell the difference between dark red, red, orange red, orange, yellow orange, and yellow" is a crucial part of the play. An option to change the shield arc colors for the color blind, or display numbers would be amazing (the second one would be great in general).
"The most despicable person on the GSF forum."

Altheran's Avatar


Altheran
11.05.2014 , 09:41 AM | #9
Quote: Originally Posted by Verain View Post
An option to change the shield arc colors for the color blind, or display numbers would be amazing (the second one would be great in general).
Or, third possibility, an option to make the arcs filling and emptying (is that a word ?) like enemies' arcs do. But yes, any of those would be good.

ALaggyGrunt's Avatar


ALaggyGrunt
11.05.2014 , 08:41 PM | #10
Change the appearance of the arcs.

They could be redesigned to be semicircular and thick in the middle at full, and shrink and get thin as the shields took damage.