fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 27, 2024, 12:32:57 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 [2]

Author Topic: Improving the "MAP" - "Automap" feauture  (Read 2405 times)

Re: Improving the "MAP" - "Automap" feauture
« Reply #15 on: December 24, 2011, 05:14:39 am »


Exactly as mentioned above - simple and plain to start with, then once you've been in a building, label it with who/what is there.
Logged

Graf

  • Moderator
  • "Next Day" developer
  • Offline
Re: Improving the "MAP" - "Automap" feauture
« Reply #16 on: December 24, 2011, 08:56:05 am »

There is a lot of nice ideas in this topic, so I've made a try to unite all of them into the one, and added some of my thoughts.

No wonder, why this function is underestimated and not used. But still, there's a lot of ways to make it useful, after the following fixes, it could become a great tool for the squad commanders:

1. Pre-defined building names + ablility to add own marks on the map.
2. Wider FOV zone + ability to expand it further with support perks and various devices, such as motion detector.
3. Showing the:

  • Members of the faction as a small green dots
  • Non-members as red dots
  • NPC's as let's say blue dots.
  • Vehicles visible as a big grey rectangles.

Plus to this, it may be a decent idea to add the following device, which could be easily crafted and used if you want to track a non-member of your faction.


4. Some kind of waypoints, that could be set from the map and will be visible to the squad members.
5. Character should be able to have the map screen opened and being able to walk (probably running function should be disabled it that case).

In my opinion, it could look like this:

« Last Edit: December 24, 2011, 09:29:32 am by Graf »
Logged
Re: Improving the "MAP" - "Automap" feauture
« Reply #17 on: December 24, 2011, 12:29:19 pm »

What if they had a channel much like the radios then the people visible to you would appear as dots on the maps of those on the same channel and vice versa.
They could even have two toggles, 'send' would display all players you see on the maps of others whilst 'receive' is fairly self explanatory. Anybody with theirs set to send could automatically appear on the scanners of those on different channels as a trade off.
Do you send your tanks in set to send whilst your snipers recieve the info or do you sneak someone in and then get them to send you the positions quickly before they are discovered.
Logged
The only exploit involved abusing your intelligence  ;D
Re: Improving the "MAP" - "Automap" feauture
« Reply #18 on: December 28, 2011, 09:08:32 am »

There is a lot of nice ideas in this topic, so I've made a try to unite all of them into the one, and added some of my thoughts.

No wonder, why this function is underestimated and not used. But still, there's a lot of ways to make it useful, after the following fixes, it could become a great tool for the squad commanders:

1. Pre-defined building names + ablility to add own marks on the map.
2. Wider FOV zone + ability to expand it further with support perks and various devices, such as motion detector.
3. Showing the:

  • Members of the faction as a small green dots
  • Non-members as red dots
  • NPC's as let's say blue dots.
  • Vehicles visible as a big grey rectangles.

Plus to this, it may be a decent idea to add the following device, which could be easily crafted and used if you want to track a non-member of your faction.


4. Some kind of waypoints, that could be set from the map and will be visible to the squad members.
5. Character should be able to have the map screen opened and being able to walk (probably running function should be disabled it that case).

In my opinion, it could look like this:



How would the machine know the information?

I can understand adding your own markers and having the map update as you explore, but beyond that, the information would constitute magic knowledge.

So... yes, and no.

Lots of thought in your post, and I appreciate that.


edit: Some of this would require motion detector.
Perhaps a tactical add-on that would show your friends- if they link in to a common frequency.
Mapping enemies would require perhaps an additional add-on for shared situational awareness.

Then maybe an EW aspect in which your radio radiation from networking can be triangulated.
« Last Edit: December 28, 2011, 09:11:15 am by Swinglinered »
Logged
I wish there were bags, backpacks, etc. in Fonline.

Graf

  • Moderator
  • "Next Day" developer
  • Offline
Re: Improving the "MAP" - "Automap" feauture
« Reply #19 on: December 28, 2011, 07:32:28 pm »

How would the machine know the information?

I understand your confusion, but from what I know - anything could be scripted and programmed. The only requirement is the wish and skills. Moreover, it looks like most of the suggested features doesn't require much extra coding, it's mostly about editing the existing scripts and stuff.

The only thing, that needs to be done from scratch is the fourth point. Let me elaborate it a bit - what I want, is a kind of lines which is set by the squad leader from the map (lets count the faction leader = squad leader, just to simplify it) and showing, where the members of the squad have to move (but it's a multiplayer game, not an RTS, so this only works as a kind of reminder) or shoot. This would get rid of the TeamSpeak's (Mumble, Ventrillo, Skype, choose which ever do you like more) speeches, such as "ENTER SOUTH and move to the mine, not MAIN, you, a**holes!!!" and will add more of tactics to the game. 
Logged
Re: Improving the "MAP" - "Automap" feauture
« Reply #20 on: December 29, 2011, 06:23:15 am »

What I meant was in-game, how would the machine have the information?

We have a map and/or motion detector/ground radar sensor, and it has an unexplained IFF capability.

Logged
I wish there were bags, backpacks, etc. in Fonline.
Re: Improving the "MAP" - "Automap" feauture
« Reply #21 on: December 29, 2011, 01:28:50 pm »

What I meant was in-game, how would the machine have the information?

We have a map and/or motion detector/ground radar sensor, and it has an unexplained IFF capability.
Who cares?

How do I know someone's name just by looking at them?

Is it useful? Does it increase the enjoyability of the game, especially for the ones already playing it? These are the questions to ask. Not "Well I don't know, that doesn't seem realistic."
Logged
Re: Improving the "MAP" - "Automap" feauture
« Reply #22 on: December 30, 2011, 02:13:13 pm »

Who cares?

How do I know someone's name just by looking at them?

Is it useful? Does it increase the enjoyability of the game, especially for the ones already playing it? These are the questions to ask. Not "Well I don't know, that doesn't seem realistic."

Scouts could add the extra info if they were in the network when they made various discoveries.

Another sub-game.
Logged
I wish there were bags, backpacks, etc. in Fonline.
Pages: 1 [2]
 

Page created in 0.086 seconds with 21 queries.