Author Topic: Targeting multiple units  (Read 885 times)

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Offline -SM-SUCKER

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Targeting multiple units
« on: August 27, 2010, 11:08:14 AM »
At the moment only one unit can be targeted. It would be great to have the option to target a second one.
The first target would be placed on one side of the hud, the second one on the other side.

This idea came to me while thinking about some "soulmate" idea, where two people team up and "share" c-bills and points. But this would work a lot better with two possible targets.

Is this possible with the CryEngine?

Offline (TLL)Siilk

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Re: Targeting multiple units
« Reply #1 on: August 27, 2010, 05:40:19 PM »
This idea came to me while thinking about some "soulmate" idea, where two people team up and "share" c-bills and points. But this would work a lot better with two possible targets.

 Wut? :o



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Offline -SM-SUCKER

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Re: Targeting multiple units
« Reply #2 on: August 27, 2010, 06:35:46 PM »
Well yesterday while playing we had a little conversation and at some point someone gave me money "to protect him". I bough a Loki and rushed forward in front of him, shooting not the mech which was attacking me, but only those who attacked my "boss". We both survived, and after repairing I gave him his money back+ what I had earned for him to protect me.
Some kind of bodyguard/mercenary system.
The main problem here is that good players would benefit even more from this system, thus I haven't posted it.
The only idea to counter this would be to enforce a difference in ranks, so that two Khans don't team up, gaining even more money.
Well it is not entirely thought through yet.

But dual targeting would still be great, nevertheless.

Offline (TLL)Siilk

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Re: Targeting multiple units
« Reply #3 on: August 28, 2010, 08:44:33 AM »
Hmm... That could be interesting. I just not sure if this would work out well in pub games.



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Offline TheDrgnRbrn

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Re: Targeting multiple units
« Reply #4 on: September 12, 2010, 07:46:32 PM »
Instead of that particular system, a squad system would be much more fun and more plausible. That would allow you to do your idea, and it would also reward teamplayers even more.

As for your multiple targets, I would like an option to have my hud display all enemies that i can see on radar without me having to target them. Its cannonical, I just dont know if it would work, lul. People might complain about a cluttered hud or whatever, but maybe add a smaller marker to mechs and vehicles you arent targeting, just to let you know they are there or something.
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Offline Warhammer WHM-6R

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Re: Targeting multiple units
« Reply #5 on: January 10, 2011, 11:12:26 PM »
I actually had this idea a while ago. I wanted the ability to have a second target.
I was basing it on two principals:

One benefit is teamwork. If you have your friend/buddy/lance leader as a secondary target you will always be able to easily follow him and stick close together. A c3 asset that is working for a long tom will always know if he is within the 1000 meters needed for c3 to be effective. Also a missile boat can keep track of a narc asset to better position himself to take advantage of the narc.

Another benefit would be that you could select the primary targets in a fight (the two big assaults) so that when the first goes down you will know what body parts of the second mech to start shooting instantly instead of first having to acquire his targeting data. Also you could use the second target to keep track of that pesky vtol hanging around in the air or that dangerous clan heavy around the corner.

To implement this mechanic I imagined that you could keep the target cycle commands as they are and add a button to 'lock' the secondary target. The normal targeting works as it is except that if you have a target and you select another target the previous primary target now becomes your secondary target. This way you can cycle through targets and ignore the new feature or use Q every now and again and organize the battlefield. The useful part comes when you add an ability to 'lock' the secondary target so that it does not change. Now you can track that target through multiple primary targets.

Example: A c3 asset targets a friendly LT and then targets something else. Now he hits the 'lock' button and targets and fights as we are used to now but always knows when he is too far away from the LT

I think the data on the secondary target would have to be less than the primary one to avoid clutter. Either just smaller diagram, only the health bars or even no damage indication and just the distance to target. Also the target bracket should be smaller or orange instead of red (clearly distinguishable from the primary target) and the minimap marker needs to be different from the primary.

Let me know what you think



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Offline Frostiken

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Re: Targeting multiple units
« Reply #6 on: January 11, 2011, 01:49:45 AM »
I like it.

At the very LEAST allow targeting one friendly *and* one enemy at a time.

Offline Threesan

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Re: Targeting multiple units
« Reply #7 on: January 11, 2011, 04:13:33 AM »
Q, E, T, G, V, B, N - many targeting buttons. How would the second target work? A toggle button to switch those buttons between affecting primary and secondary? "H" seems to be the closest...

Offline (TLL)Siilk

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Re: Targeting multiple units
« Reply #8 on: January 11, 2011, 05:21:17 AM »
 I think adding "swap primary and secondary targest" command instead of "select secondary target" would be enough. Current targeting system would work as it is with primary target, while said button would set primary target as secondary and secondary as primary(or no target if there was no secondary target selected). Simple and easy.

 As for the Warhammer's idea, it feels a little clumsy as it tries to incorporate two slightly different concepts, target queue and rudimentary squad system. While target queue aka multiple targeting, could be done as per suggested, I really think MWLL needs some kind of built-in squad or other similar team interaction system. For a game where good teamplay is the key to victory, MWLL lacks any means to coordinate the efforts or simply know where a specific teammate is; the best thing we have for that purpose now is team chat. >_>



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Offline =KoS= Tripod

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Re: Targeting multiple units
« Reply #9 on: January 11, 2011, 07:11:32 AM »
hell, we could make it so only mechs with targeting computers could do this!

That way, mechs usually equipped with them would be more useful
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Offline (TLL)Siilk

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Re: Targeting multiple units
« Reply #10 on: January 11, 2011, 07:20:21 AM »
hell, we could make it so only mechs with targeting computers could do this!

That way, mechs usually equipped with them would be more useful

 Good point.



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Offline Askis

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Re: Targeting multiple units
« Reply #11 on: January 11, 2011, 09:15:12 AM »
Q, E, T, G, V, B, N - many targeting buttons. How would the second target work? A toggle button to switch those buttons between affecting primary and secondary? "H" seems to be the closest...

Unless the primary target would be an enemy and the secondary a friendly by default.
That way switching through enemies would change the primary, friendlies the secondary, no need for another button, but not entirely what Sucker intended.

Offline VictorMorson

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Re: Targeting multiple units
« Reply #12 on: January 11, 2011, 09:56:38 AM »
I was actually wishing for something akin to this the other day while trying to support my teammate on a pub server, loosing him in the sea of friendly dots and not wanting to target lock him over enemies.  I'd definitely be down for a second friendly-targeting; or, optionally, merely leave the last targeted friendly blinking or highlighted on the map.

I mean the main thing is finding a specific friendly / keeping track of them - not viewing their damage reports all the time.  So I think from a coding standpoint it'd be easier and achieve the same thing simply by going with that method.  (i.e. you target your ally, then target an enemy; your ally continues to have a special icon on the map, but doesn't fill up the targeting screen).  It'd also save screen space and all kinds of interface headaches by actually putting a separate targeting screen.
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Offline 7.[WD]Cygma

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Re: Targeting multiple units
« Reply #13 on: January 11, 2011, 10:04:57 AM »
I think a squad system would allow for what the OP wants and more:
  • Always mark lance mates with little (1)/(2)/(3)/... icons in the view
  • Emphasize them on radar/map
  • Allow quick targeting your lance-mates (e.g. via the 1/2/3/... keys) or have a button that cycles targeting through them
Seeing how TC encouraged people to actually work as a team, this might increase lance-based playing.
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Offline AlfalphaCat

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Re: Targeting multiple units
« Reply #14 on: January 11, 2011, 10:07:38 AM »
How many ppl use the "target under reticule" key?  I use it for something else, since cycling or target nearest is just as easy.  Maybe these could be re-purposed to toggle between friendly and enemy armor diagrams.  I love that pic^^^with the 2 targets, just make it so you can toggle between your 2 targets.  Whether you can target 2 enemies or 2 friendlies is where it gets a bit confusing, but could be quite useful.

I'm psyched, these are the kind of ideas that take this RADICAL Mod from an FPS to more of a Simulator.  More buttons FTW!!! :D :D :D 
And here I thought 0.1.0 was awesome, just because it existed, I have been constantly surprised/overjoyed with the astounding progress this game has, and continues to, make.  Yes, I want some kinda Targeting Comp, just don't help my aim. :P :P

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