Peripheral Indicators - Friendly and Enemy, context based

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Peripheral Indicators - Friendly and Enemy, context based

  • Yes

    Votes: 13 56.5%
  • Yes, but with changes

    Votes: 2 8.7%
  • No

    Votes: 8 34.8%

  • Total voters
    23

LJFHutch

FNG / Fresh Meat
Jan 2, 2010
149
21
0
Australia
Well, personally I'm against having the indicators show up for the enemy only as it's a little unrealistic (you don't automatically know they're enemy).

Solution?

All movement indicators are context based: you're walking along and then you see a bunch of movement indicators, all grey. You turn and look over, discovering they're friendly before turning back. Now you know they're friendly, so for the duration of knowing they're friendly they show up green.

Unless they walk out of the room and back again (then they're grey again), but if you're sitting in a bunker and look around, seeing that all the guys are friendly they'll stay like that until they leave or you leave.

Same goes for enemy soldiers, if you see an enemy soldier and then turn away the peripheral indicator turns red until he's out of your awareness ...thingy.

What do you think?

Edit: By above I mean below :D
 
Last edited:
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Reactions: Proud_God

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
0
I'm starting to get so tired and bored of the speculation/poll/discussion/suggestion on every single tiny feature, everybody trying to make their own game or something, that I just simply don't give a ***** anymore, I'm not even reading the posts. I just want the game released with whatever TWI thinks is best, and I want it now.

Anybody else feeling the same way?
 

LogisticEarth

FNG / Fresh Meat
Sep 24, 2007
831
132
0
Pennsylvania, USA
I'm a big fan of having them turn everything up, but just as grey or otherwise IFF neutral blobs. If you could ID them as you said, and actually make that system work, that would be great. However I think that might be a tad complicated for the devs along with everything else.
 

FlyXwire

FNG / Fresh Meat
Feb 1, 2006
589
65
0
I catch your drift, but won't having friendly indicators shown also make the whole system a pile of stacked-up crowded graphics?

Can you imagine a wave assault in line abreast.....so now exactly where are the enemy indicators going to fit?
 

LJFHutch

FNG / Fresh Meat
Jan 2, 2010
149
21
0
Australia
I'm starting to get so tired and bored of the speculation/poll/discussion/suggestion on every single tiny feature, everybody trying to make their own game or something, that I just simply don't give a ***** anymore, I'm not even reading the posts. I just want the game released with whatever TWI thinks is best, and I want it now.

Anybody else feeling the same way?

People are just suggesting things, I don't think anybody is demanding anything from TWI. At the end of the day the suggestions are just suggestions, it's all up to the devs whether or not it's included.

This part of the forum is here for a reason you know :p

* * * *

It probably would get crowded, but perhaps the peripheral vision could be mainly movement based and instead of icons have coloured, blurred blobs that go very transparent when that person is not moving (grey, green, red?).

I'd just hate to see it only show enemies so that you knew instantly whether it was your own guy or the enemy.

Edit: On another note, hopefully TWI will ignore the mob and just go with what they want/think is best. Game development is one area where democracy is bad :D
 
Last edited:

FlyXwire

FNG / Fresh Meat
Feb 1, 2006
589
65
0
Hey Hutch,

Nothing wrong with forwarding your ideas.

As we understand the game is alpha, there's probably not a lot in the features that can be changed or added to much before release anyway.

(so we're here mostly just for fun of it)