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Madkill40    198

Just being able to call out where the enemy is over mic (rather than detailing a plan of action) is more ideal and likely to occur with VOIP, especially if those capable of voicing their calls can detail more precisely where and what the enemy is in a much shorter amount of time.

Being able to mute individual players' mics is the best way for users to moderate what's going on.

But I hope any UI features to come about include players being able to join a sub-team within a faction.

e.g. Sub-team Attackers; players in this sub-team appear in chat coloured with orange, Defenders; players in this sub-team appear in chat coloured with violet, Infiltrators; players in this sub-team appear in chat coloured cyan, Freelance; players in this sub-team are here by default and will have default colours.

From a UI perspective that gives players an incentive and a role to play in their team, no limits, but it does help players coordinate themselves with their team without necessarily having to communicate directly who does what... 

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roweboat    14
3 hours ago, Madkill40 said:

Sub-team Attackers; players in this sub-team appear in chat coloured with orange, Defenders; players in this sub-team appear in chat coloured with violet, Infiltrators; players in this sub-team appear in chat coloured cyan, Freelance; players in this sub-team are here by default and will have default colours.

From a UI perspective that gives players an incentive and a role to play in their team, no limits, but it does help players coordinate themselves with their team without necessarily having to communicate directly who does what... 

 

So squads basically. I think those are a great idea. I'll be honest I haven't played a lot of shooters, but back when I played Battlefield 2, I did like the idea of being a part of a squad. 

Helped make each player feel they could be useful.

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Vip Fortuna    0
9 hours ago, Sarah! said:

Is it really that hard though to download Discord?

Not hard.

But a coded feature, that you can be heard within a certain distance ingame, would be nice.

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Sarah!    42
Just now, Vip Fortuna said:

Not hard.

But a coded feature, that you can be heard within a certain distance ingame, would be nice.

Honestly with the current resources of 'dev time' available, other things could be done that are better

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On 9/11/2017 at 7:49 PM, Sarah! said:

Honestly with the current resources of 'dev time' available, other things could be done that are better

Possible. Still the single biggest issue i see is the lack of cooperation. Im not sure in game voice and commander mod will solve that, hell maybe Agent needs to tweak the Matrix itself and needs to spawn us better players who play Ren X instead of us.

 

It just feels bad to log on and see everyone do their thing and hope its sticks. Organising a rush for 5 minutes, and then find out the window of opportunity has long long passed. Tankers ride out hoping theres hottie support only to find to Man Tanks and a flamer and nobody behind them. SBHs and spies heading out to the enemy base with a nuke only to find themselves all alone, without a hint of a team push to make the enemy preoccupied, and moments before they get spotted plant the nuke and watch it fail terribly, and then even get blamed (solonuke? are you stupid?) for their troubles.

Oh and the classic. Were under siege, and i see some Mamba running in the barracks, know he gonna blow it up. Spot barracks, write some quickie in chat, nobody can see it, everyone is spot spamming, run after, spot tech and c4, dont have money for decent anti inf char and then back to hottie for the c4, start pistol duel, get random spawn help, but too late, get barracks blown up anyway. With mic could have called for the help of several players around at the moment of spotting, without, there was no chance.

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roweboat    14

Exactly. I see new players barely knowing what to do. Sometimes not even knowing that the MCT will heal the building faster.

Mining is another issue of course.

 

But anyways that's getting off topic.

 

I think voice has the potential to increase team play, but unless it's basically forced, usage probably wouldn't be much higher than it is currently.

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XD_ERROR_XD    8
On 9/14/2017 at 6:09 AM, Madkill40 said:

Finding better ways for players to handle the learning curve for Renegade-X I think is at a pretty high priority.

 

22 hours ago, roweboat said:

Exactly. I see new players barely knowing what to do. Sometimes not even knowing that the MCT will heal the building faster.

Mining is another issue of course.

 

But anyways that's getting off topic.

 

I think voice has the potential to increase team play, but unless it's basically forced, usage probably wouldn't be much higher than it is currently.

I believe Agent said somewhere, sometime that they were also busy making UI changes. So let's talk about that!

The biggest problem Renegade, and Renegade X faces in public servers is how much responsibility is required to lead a plan, and how much of a chore it can be sometimes. While I can't come up with perfect solutions to everything, I do think there are ways to make certain aspects of planning easier, like making it easier to see what person is using what tank and gun on the go, instead of driving back to base to use the Purchase Terminal to see the vehicles bought.

Now bear with me because i'm kind of making stuff up as I go.

Remember the icons used to display vehicles and characters in the Purchase Menu? Well, let's put those on the scoreboard on the top right of your HUD!

https://i.imgur.com/TmU1lFV.jpg

Now, anyone can see which character someone is using and what vehicle he is driving on the go! No button pressing required filling another big portion of your screen, it is very minimalistic and based on visual cues. The visual cues make it more simple to understand, because not every beginner may straight away understand what a Sakura is, but does understand straight away that a person has a big sniper rifle as their main weapon! Or a rocket launcher.

You will also see several GDI opponents using maybe a medium tank, or has a repair gun as his main 'weapon'. Off course, not every opponent has their weapon and tank displayed on the UI, only the ones spotted, and that's a temporary thing too.

 

Not only are visual cues more easy to understand than plaintext, but it may also help simplying other mechanics too! Because what would be easier to catch in the corner of your eye while you're fully focused in a tank, one of many lines of text on the top left saying there's 6 Mammoth Tanks spotted in the GDI base, or a transition from the previous screen to this:

https://i.imgur.com/oeTSsbO.jpg

comparison

 

This may help simplfy matters for newer players I think. And it may take some pressure off people that are already occupied, like the persons trying to lead a rush! Off course, these images may find a good place at the chatbox too! Per example:

from: This

to: This!

Dear Nigerian Prince,

No, I am not interested in transferring your millions to another bank account. Please stop messaging me about it. or I am afraid you will have to be notepadded. I take the notepad very seriously, so think twice before sending another email asking the same thing. I have rejected you the last 20 times already, but I guess you didn't take the hint.

 

 

... Okay, that last bit was a joke. I just thought it looked a bit like an email header, or however you call it. And went on from there, because funny... right...? Ok i'll stop.

 

So what do you guys think? Suggestions? Ideas? Terrible? Great?

 

 

Edited by XD_ERROR_XD
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Denuvian    33
1 hour ago, XD_ERROR_XD said:

[...] Remember the icons used to display vehicles and characters in the Purchase Menu? Well, let's put those on the scoreboard on the top right of your HUD!

https://i.imgur.com/TmU1lFV.jpg

Now, anyone can see which character someone is using and what vehicle he is driving on the go! No button pressing required filling another big portion of your screen, it is very minimalistic and based on visual cues. The visual cues make it more simple to understand, because not every beginner may straight away understand what a Sakura is, but does understand straight away that a person has a big sniper rifle as their main weapon! Or a rocket launcher.

You will also see several GDI opponents using maybe a medium tank, or has a repair gun as his main 'weapon'. Off course, not every opponent has their weapon and tank displayed on the UI, only the ones spotted, and that's a temporary thing too.

 

Not only are visual cues more easy to understand than plaintext, but it may also help simplying other mechanics too! Because what would be easier to catch in the corner of your eye while you're fully focused in a tank, one of many lines of text on the top left saying there's 6 Mammoth Tanks spotted in the GDI base, or a transition from the previous screen to this:

https://i.imgur.com/oeTSsbO.jpg

comparison

This may help simplfy matters for newer players I think. And it may take some pressure off people that are already occupied, like the persons trying to lead a rush! [...]

I actually like the symbolic integration of the vehicle and character icons into the scoreboard. I think that would be especially neat for PUGs, it would make it a lot easier to see what certain people are doing.

But I think that the symbols don't fit that good into the chatbox. I would prefer the actual text version at this point.

Edited by Denuvian

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