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[Suggestions]Kill screen, more detailed UI, and voice commands

STAR WARS: The Old Republic > English > Galactic Starfighter
[Suggestions]Kill screen, more detailed UI, and voice commands

Emilhandsome's Avatar


Emilhandsome
03.27.2014 , 05:46 PM | #1
Kill Screen

I think a kill screen that shows more detailed who did damage to you and what load out the player that got the kill on you has would help a lot of players, especially new players who may not understand why they died. At this moment all you get is the name of the player that killed you and what weapon landed the final blow. I propose something like the "Killed by" part in the Planetside 2 concept added below (ignore the personal stats window, doesn't really apply to gsf).

Kill screen concept

More detailed UI

I find it weird that we have way more detailed info on how much health our target has than how much health we have left in our own ships. I'd love to have this info on my screen, at least in % form. In fact, now when he get "healer" ships it would be great to see a small "hullbar" on the hud icons of friendly ships. I heard in the devstream that targeting friendly players isn't really a priority, so this would at least be something. Another thing would be a Attitude indicator to prevent disorientation.

Voice Commands

Something like what you have in tribes/planetside/battlefield/whatever. Press v to get a small menu up. Then you could choose what to say with the 1-9 keys or letters( R for repair, T to call out target as priority). Have things like "Incoming at A, need help", "Need repairs" (might even add a small repair icon on you for friendlies so they can find you easier), "X is primary target" (call out whoever is your target). Would help a tremendous amount when communicating without the need for out-of-game VOIP. Hell, you could even sell voicepacks for CC and make a profit from it.
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FBPL's Avatar


FBPL
03.27.2014 , 06:39 PM | #2
Kill screen could be very interesting. Would give an indication of what ships/pilots/tactics you are weakest against.
No need for an artificial horizon in a starfighter as space doesn't have an up or down.
Voice commands just seem like more stuff for me to try not to forget to do whilst in the middle of not getting my ship turned into an exploding bloom of space-slag, though I can see how others may find them useful.
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General_Brass's Avatar


General_Brass
03.27.2014 , 07:01 PM | #3
Artificial horizon proper compass are a must.

Zoom_VI's Avatar


Zoom_VI
03.27.2014 , 07:06 PM | #4
Quote: Originally Posted by General_Brass View Post
Artificial horizon proper compass are a must.
Because yaknow in space there is a N, S, E, and W, plus a definite up and down.

No please don't, one of the skill hurdles in GSF is recognizing that orientation is basically pure personal perspective. Adding something that causes new pilots to become further attached to up/down orientation would just hamper them further.
Crinn

Sanity is for the weak minded.

Kalphitis's Avatar


Kalphitis
03.27.2014 , 07:11 PM | #5
Quote: Originally Posted by General_Brass View Post
Artificial horizon proper compass are a must.
The artificial horizon idea doesn't make sense to me....but it would be nice to know when space 'ends'. Maybe it's just me, maybe it's just lag, maybe the TOR gods hate me, but I swear I always die from hitting the 'boundary wall' faster than other players do....If I'm chasing somebody who is running 'out of bounds' -- should they not always die first?

A proper compass is also a must -- or at least make the minimap more easy/practical to use. When I turn right, I expect my 'icon' on the mini-map to also turn right -- not just if I'm oriented properly for it to work.

Kalphitis's Avatar


Kalphitis
03.27.2014 , 07:15 PM | #6
Quote: Originally Posted by Zoom_VI View Post
Because yaknow in space there is a N, S, E, and W, plus a definite up and down.

No please don't, one of the skill hurdles in GSF is recognizing that orientation is basically pure personal perspective. Adding something that causes new pilots to become further attached to up/down orientation would just hamper them further.
In the movies, pilots had sensors and could tell what their surroundings were relative to them. They didn't just have some random overview minimap that showed their location. If we're going to be given some silly minimap that is only ever oriented in one direction, that implies that there is a 'North', and if there is a 'North', we should always know where that is.

That, or change the way the minimap and/or sensors work.

It's not complaining because we're newbz and don't understand spatial orientation, it's complaining about something valid not being done right.

Zoom_VI's Avatar


Zoom_VI
03.27.2014 , 07:18 PM | #7
Quote: Originally Posted by Kalphitis View Post
A proper compass is also a must -- or at least make the minimap more easy/practical to use. When I turn right, I expect my 'icon' on the mini-map to also turn right -- not just if I'm oriented properly for it to work.
Generally speaking you should not be using the minimap for anything other than seeing where teammates are or to call coordinate locations for heal drones. The reason the minimap doesn't work for navigation is that its a 2D representation of a 3D combat zone.
Crinn

Sanity is for the weak minded.

Kalphitis's Avatar


Kalphitis
03.27.2014 , 07:28 PM | #8
Quote: Originally Posted by Zoom_VI View Post
Generally speaking you should not be using the minimap for anything other than seeing where teammates are or to call coordinate locations for heal drones. The reason the minimap doesn't work for navigation is that its a 2D representation of a 3D combat zone.
.....I'm not sure you understand my argument, but at least we agree that the minimap 'doesn't work'

QuinMantha's Avatar


QuinMantha
03.27.2014 , 08:03 PM | #9
Quote: Originally Posted by Zoom_VI View Post
No please don't, one of the skill hurdles in GSF is recognizing that orientation is basically pure personal perspective.
Wasn't that a main point in the zero-G battles in Ender's Game?

By which I mean the book. Haven't seen the movie.
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Zoom_VI's Avatar


Zoom_VI
03.27.2014 , 09:19 PM | #10
Quote: Originally Posted by QuinMantha View Post
Wasn't that a main point in the zero-G battles in Ender's Game?

By which I mean the book. Haven't seen the movie.
Yes that was one of the big points, the movie completely glossed over it tho, and the camera angles where all kept a the same up/down orientation for the entire movie thus causing the point to be lost entirely.

Basically the question isn't what's my orientation, its how are they oriented to me? Also I really wish we had some 3D wireframe map like the ones from Jedi knight: Dark Forces. Particularly a map that was rotated to match our ships current orientation but zoomed way out.
Crinn

Sanity is for the weak minded.