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[FAQ
Forum Index » » Developer Feedback » » Tactical hull indicator
 Author Tactical hull indicator
Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-05-04 15:58   
Would it be difficult to add a hull indicator for ships that works like so?


At the moment you gotta select a ship and look at the percentage, or look down off the screen at the clutter below to see what yours is.

It's not a big deal, I learned to deal with it, but I think it would be an improvement to show it all together in one place, and would result in a lot less eye-darting.
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Taelon
Marshal

Joined: December 26, 2011
Posts: 255
Posted: 2013-05-04 17:16   
Numbers are fun though
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-xTc- ExisT
Chief Marshal
Army Of Darkness


Joined: March 20, 2010
Posts: 534
From: Red Lobster
Posted: 2013-05-04 19:33   
If I remember correctly you suggested this before like a year ago...

And your hull isn't that hard to keep track of, lmao
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Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2013-05-04 20:14   
Quote:
On 2013-05-04 19:33, -xTc-.xisT *XO* wrote:
If I remember correctly you suggested this before like a year ago...

And your hull isn't that hard to keep track of, lmao




I think he means other players ships. Right now you have to select the ship to see it's hull percentage. It would be faster (in theory anyway) to have another mechanic on screen to show that percentage just like the different armor plates. I think that is what fluttershy was getting at.

[ This Message was edited by: Brutality on 2013-05-04 20:23 ]
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Taelon
Marshal

Joined: December 26, 2011
Posts: 255
Posted: 2013-05-04 21:02   
Scanners have to do a hull integrity check hence why you have to click it, as for armor and shields they can be recognized by damage, hence when you click it get a accurate reading


Woooo
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-05-05 01:54   
I never said it was a problem, it's just more intuitive for an entire ships damage state to be all wrapped together in one place.

Might our ships software engineers consider that the ship should be doing hull integrity scans without direct input to do so? Such scans appear to be completed instantly, so why not?

All I'm asking for is ONE ring (to rule them all)
It's not like it will significantly impact the rendering engine to draw an extra ring, since beta is doing just that and more with the new layout of armor.
[ This Message was edited by: Fluttershy on 2013-05-05 01:56 ]
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-05-05 12:40   
+1
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2013-05-05 17:02   
Quote:
On 2013-05-05 01:54, Fluttershy wrote:
I never said it was a problem, it's just more intuitive for an entire ships damage state to be all wrapped together in one place.

Might our ships software engineers consider that the ship should be doing hull integrity scans without direct input to do so? Such scans appear to be completed instantly, so why not?

All I'm asking for is ONE ring (to rule them all)
It's not like it will significantly impact the rendering engine to draw an extra ring, since beta is doing just that and more with the new layout of armor.
[ This Message was edited by: Fluttershy on 2013-05-05 01:56 ]




or make it so the ring only appears when you target the ship
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-05-06 14:35   
Quote:
On 2013-05-05 17:02, Zero28 wrote:
or make it so the ring only appears when you target the ship



That's a good compromise if the developers don't want all the hull values of other ships to be easily seen (I really have no idea why this would be the case, it's not of extraordinary benefit...)

The hull integrity for your own ship should always be shown, though.
I cannot think of any good reasons for this not to be.

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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-05-06 18:10   
Would require more work than would give gains.

Our game development (with exception to absolute important things that need to be done immediately) priority list works via prioritising things that need doing absolutely first, and then working our way down.

This falls into the list of "Would take significant time away from other more important things for extremely little gain".

In a perfect world we'd have a nifty new UI.

But this isn't a perfect world.

So we don't.
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