Author Topic: HUD and POV Controls  (Read 1275 times)

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Offline Mongol55

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HUD and POV Controls
« on: November 18, 2007, 03:02:15 AM »
I was just wondering if there is going to be the ability to utilize the 8 way pov hat to look in all directions instead of the 4  that mw4 had, would be useful in aerospace fights. Also is it capable to make the rear facing sensors true to btech and have a condensed 180 degree strip that can be glanced at on the hud while keeping awareness to things in front.  Infantry should know that you can't just go behind and be undetected since a good mw would see and even pick up audio from the mechs sensors. Can't wait till this mod gets rolling, thanks  :)

Offline xKamikazex

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Re: HUD and POV Controls
« Reply #1 on: November 18, 2007, 10:31:52 PM »
In terms of the POV, it really depends on the type of Mech you're piloting. What we plan on doing is to allow Mechs that have free range weaponry (Arms on a Madcat for example) to be able to switch to another camera setting and mouse aim without moving their torso. This will be extremely handy when sniping at a distance. Mechs that do not have this feature (Catapult) will be allowed to look around freely around their cockpit.

As for the Radar, we want to keep it an Omni-Directional radar (360). There are no plans on implementing rear sensors or rear cameras onto Mechs since we want to allow for weak points on the backs of Mechs to allow infantry to sneak up behind them and blow off significant amounts of armor. I should also mention now that standard radar scanners cannot pick up Infantry heat signatures. Only a Mech or vehicle equipped with Beagle-Active Probe may be able to scan for infantry at a 200 meter distance, so be sure to upgrade your Mechs if you are afraid of Infantry ;).

Offline Ritifo

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Re: HUD and POV Controls
« Reply #2 on: November 19, 2007, 03:10:59 AM »
What about the standard neurohelmets for Mechwarriors, though? They did offer a 360 degree field of vision. Or are you guys just taking this out for gameplay reasons like the infantry thing?

Offline Defender

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Re: HUD and POV Controls
« Reply #3 on: November 19, 2007, 07:51:04 AM »
Doesn't a 360degree Radar count as 360degrees of vision?
If there's a blip on my radar behind me, I see that.

I guess it would be more about awareness than anything.
Equipping the right sensors for the right job.

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Gets me all giddy just thinking about it.
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Offline PanzerBoxb

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Re: HUD and POV Controls
« Reply #4 on: November 20, 2007, 08:30:29 PM »
I believe he is referring to the fluff that talks about the Mechwarriors have the 360 degree visual strip below their main HUD.  As for infantry being sneaky, with the engine it should be possible to have plenty of cover for infantry to hide in for an ambush.

Offline Criminal

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Re: HUD and POV Controls
« Reply #5 on: November 22, 2007, 01:45:05 PM »
Absolutely they can hide. Though the fluff says that they have 360degree vision it really doesn't make for very fun gameplay wise. The main challenge for a mech pilot will be overall awarness of their surroundings.

Offline thezeus18

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Re: HUD and POV Controls
« Reply #6 on: November 26, 2007, 07:02:37 AM »
Absolutely they can hide. Though the fluff says that they have 360degree vision it really doesn't make for very fun gameplay wise. The main challenge for a mech pilot will be overall awarness of their surroundings.

Even with the 360 degree strip, the Mechwarrior still could be ambushed from behind. He could move the mouse to look around the cockpit and see the strip, but would still have to use the keyboard to rotate the torso if he spotted something. Plus, if the strip's input is cameras outside the mech, they could easily be destroyed one by one with small arms, or all at once with some sort of emp weapon. That would leave the mech blind on all sides and very easy to ambush from behind and take down. I'm for the strip if you let the cameras be destroyed.

Offline Iron Hands

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Re: HUD and POV Controls
« Reply #7 on: November 26, 2007, 09:09:33 AM »
Absolutely they can hide. Though the fluff says that they have 360degree vision it really doesn't make for very fun gameplay wise. The main challenge for a mech pilot will be overall awarness of their surroundings.

What if the 360 view cant see the ground? What if it can only see the horizon or things that stand taller than its cockpit? What if it can rotate 360* but only has a 30* feild of vision? What if it CAN see the ground but only X number of meeters away from it?

I have always thought the rear facing sensors were a great idea. What about a slightly unreliable presure sensor that can detect movment or mass but give alot of false positive because it is subject to the weather, or maybe it can only be used after standing still for X number of seconds.
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Offline Defender

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Re: HUD and POV Controls
« Reply #8 on: November 26, 2007, 04:45:51 PM »
RearFacingSensor=ThirdPersonView

You should, by default, have a Third Person Camera as well as your Cockpit and Radar. Is there really a need for more, or is it just novelty at that point?
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Offline nan0byt3

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Re: HUD and POV Controls
« Reply #9 on: November 26, 2007, 05:18:19 PM »
or have the 360 view split in half, 180 front on bottom, 180 rear on top, with heat bars in between, in a heated battle you are still going to be forced to decide between keeping attention to whats in front, or glancing at the rear view.

Offline thezeus18

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Re: HUD and POV Controls
« Reply #10 on: December 04, 2007, 01:33:22 AM »
But isn't the front 180 of the view the cockpit windshield?

Offline Kit Lightning

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Re: HUD and POV Controls
« Reply #11 on: December 06, 2007, 07:21:37 PM »
Just a thought!

When viewing from within the cockpit, should one be able to connect/disconnect the helmet that the Mech pilot is wearing.
By this I mean that, when the pilot is not wearing his helmet or more correctly the hud on the helmet is turned off, the whole cockpit invironment is visible, and accessable. But when the hud on the helmet is turned on the targeting etc. is automatically displayed over the cockpit invironment... as seen in the Apache-pilots of modern day, where the pilot´s right eye is covered by a secondary targeting screen (.e. a HUD), while the left eye is seeing things "as normal".
Furthermore, due to the massive amount of gadgets in the cockpit of a Mech, the actual engagement of these should again be split up into various smaller screen that pop-up when activated, for a better control! This would make it a bit more realistic thou I am well aware that it will also slow the pase of the Mech pilot´s ability to handle his Mech drastically down.

p.s. just a thougt to look at when thinking of the interior of a Mech thou it is´nt oriented to this universe...
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« Last Edit: December 06, 2007, 08:20:27 PM by netrom »
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