Thanks for sharing this.
Quite a bit of simplification in there. Which is alright if the game stays deep.
Here’s how I feel about this.
Cockpit view position
On first sight it does look quite interesting. I can remember the big discussion about the centre bar though and how much influence things in the centre region had.
Here’s the thread I am pointing at: To bar or not to bar - that is the question
For now I did dig up my old score thingy and compare the two:
400 Points - 0 * 4 [R1] - 7 * 3 [R2] - 10 * 1 [R3] - 20 * 1 [R4] =
400 Points - 136 [Center] (Debatable) - 13 * 4 [R1] - 15 * 3 [R2] - 12 * 1 [R3] - 19 * 1 [R4] =
136 Points (With Center Deducted) / 272 Points (Without Center Deducted)
I feel it is not worth it. Have the virtual MFDs do the work. Add the real MFDs for fun. Have a reason to look down. I would use them for weapon status and use mouselook to look down and use them. I really would.
The proposal looks quite cool though I have to say. It’s intriguing. How did it play as you have tested it?
(By the way, I love how the interceptor turned out without the Bar … that curve … it’s super unique)
Sounds great. Being able to switch ingame with the default being alright for new players will work out great. Fighter pilots have the same issue with tons of information having to be displayed and limited screen-space … MFDs are the solution they use with the pilot being able to control what is displayed depending what he needs.
Exploration vs Combat mode
I really like the Idea of Combat mode being depended on what the player does instead of the surroundings. Combinging it with “target selected” and having the “clear target” function return to it might work.
New player experience is important here. I don’t think new players will ever clear their target though.
As for veterans like us … it hurts to fly while wearing blinds. That’s why I always prefer the Exploration mode. Faded Icons was the biggest achievement when it comes to icon clutter. It seems that wasn’t enough for new players.
Weapons and reticles
This probably will work. Does this also include guns and blasters?
if this gets implemented. Please two events for next and previous weapon in case people want to bind the mousewheel (I probably will, with a modifier key).
To note here is that this is quite a significant change.
There’s a lot of difference between going in the direction of weapon groups with that allow for different weapons and types or going more the FPS route where there is only ever one weapon delectable.
Currently using MK6 and 7s Together already is doable but mostly any other combination doesn’t make much sense. I feel it is good if the ship load out makes sense.
If I have to frantically switch between groups to be competitive because else I am not using the maximum DPS the ship can output … then that’s not desirable.
I feel like switches would be called for when ranges change and when target type changes.
Weapons and reticles
Cool. About the alternate selection mode. I think both could be run in parallel without much usage problem if implemented well.
At first when I read it I though having “primary function (left mouse)” and “secondary function (right mouse)” also close the menu. Being able to toggle or select multiple things makes sense though.
Looking forward to this.