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Navigation HUD and preload - Eliminating sector space

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited September 2010 in Controls and User Interface
For developers,

Why not create a navigation HUD? It can be a enhanced map, the advantage is sector space can be removed. The map would have a scan of the current sector, short range scans and two sectors, long way scanner. A bridge officer slot can be made, and BO for navigations. Additionally, the BO can have levels such as short range scan (default), long range scan, matrix scanning(ability to scan based on ships needs), or route plotting ability the AI (similiar to at will) (the ability to plot - Set Course to ex.). There can be a manual plot will you draw a dot to the direction you want.

Then once a course is set, basically engage. The typical wrap can be done, only the ships in the general area may be seen while in wrap, and the systems can be loaded into memory while travelling. It will make the game play more seamless.

Heck, Add the ability to Hail a vessel while in wrap.

Kai@AuraSummers (USS Magellan)
aka Vivianne Summers

Ps. The Kai panel.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Hm. Mixed feelings about this. On one end, I really absolutely love the sector space idea, especially the renewed version of it...

    On the other, I like the idea of actually being in warp, walking on the bridge, seeing the warping on-screen and still be able to receive transmissions or notice other spaceship pass on said screen. The Star Trek 2009 movie warp on-screen (engaging) is especially awesome here.

    Hmm... but SS is so pretty... D:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Hm. Mixed feelings about this. On one end, I really absolutely love the sector space idea, especially the renewed version of it...

    On the other, I like the idea of actually being in warp, walking on the bridge, seeing the warping on-screen and still be able to receive transmissions or notice other spaceship pass on said screen. The Star Trek 2009 movie warp on-screen (engaging) is especially awesome here.

    Hmm... but SS is so pretty... D:

    It wouldn't take it away but split it up. So, if in wrap you get this spacial view and the almost transparent grid we you barely see the line, but you can see some vessels thats close by.

    Then on the navigation side, would be part of the HUD and BO. At least while traveling, you can actually jump into wrap and out of wrap, while its loading, without showing the screens it does in between.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    I've played Lineage 2 in the past and while I cannot praise the game design of it a whole lot, I don't recall seeing a single transition loading screen. The world as it was... was entirely seamless.

    I find it unfortunate that STO didn't take the same approach of actually having warp speed some in the 'system space' interface. You warp out of your mission area, get warp streaks and all, and you can base yourself on your map to plot courses to neighboring systems. If you stop, well, you're in deep space. If an enemy ship happens to cross your path in an Open PvP region, well, he could go and start attacking you (or the reverse). If certain players are engaged with a group of NPC/PC enemies, he coud send out a distress call, creating a beacon for other players to home in on.

    *shrugs* Sadly not the way the game was made, though it sure would've seemed more Trek to me.

    Another thing I'm not sure I understand is why STO can't - unlike Bridge Commander - swiftly transition from a space view to a ship view with something as simple as instant transition (sans loading screens) with a press of a key (spacebar for Bridge Commander).
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