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New Indicator for our screens request

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2010 in Klingon Discussion
Hello all, I wanted to propose the addition of an ship directional indicator to the community (and to the devs if any are lurking).

Here is the situation, you are in a BoP and you need to have your bow pointed directly at the target or slightly nose down for your guns to work. While maneuvering I usually have my screen zoomed back a bit to see where everyone is, who's shooting at me from behind etc. Problem is keeping my BoPs nose oriented correctly.

What I'd like to see is something like a horizon indicator (like aircraft have) to show you the orientation of your spacecrafts nose. This would help I believe many, maybe even fed escorts, keeping their guns aligned to fire. Nothing more irritating than to try and fire and your bow is a wee bit to high and your guns can't fire.

For the BoP this never really made sense to me since the guns are on the pylons and under the belly. The Guns should at least have a cone relative to their front arc. However the guns are actually limited to a flat plane that extends from the nose of the spacecraft and above but not below that plane. I understand that's the way the game mechanics work. Sort of like the issue with not being able to pull your nose back and fly straight up.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    /signed

    Its amazing that you wrote this as I had the exact same thought tonight for the exact same reasons. With all the special effects going on top of the ships sometimes its impossible to see which direction I'm facing--it becomes a jumble of polygons.

    Some kind of configurable off/on toggle that has like an "imaginary" line extending from the bow of your ship would really help. My vision of it is similar to the firing arc indicators that come up when you hover over a weapon button.

    This should be incredibly simple to implement.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Very much agreed. Good concept & good reasoning. Alternatively, make the guns fire in a 3D arc rather than purely 2D, but I can accept that could be a bridge too far in terms of dev effort in comparison.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    /bumping for the viewing pleasure of the devs (hopefully) :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    /bumping for the viewing pleasure of the devs (hopefully) :)

    Bumping because I think its highly relevant.
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