precise coordinates

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*NwA* deadly22sniper
Posts: 60
Joined: 2010-07-02 15:17

Re: precise coordinates

Post by *NwA* deadly22sniper »

I would prefer if we used a proper grid reference system as I often get confused as to which kp I'm meant to be referring to. That would also make referring to a more precise location easier.
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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: precise coordinates

Post by AquaticPenguin »

*NwA* deadly22sniper wrote:I would prefer if we used a proper grid reference system as I often get confused as to which kp I'm meant to be referring to. That would also make referring to a more precise location easier.
I've always found the opposite myself, Keypad are pretty quick for me. Although I find when I, or other people, use sub-keypads it can get confusing.

As it is the grid is constant, with an 8x8 grid fitting over any map-size. I think it would be better if each grid square was a fixed area. So a 1024x1024 map would be 4x4 grid, a 2048x2048 8x8 and a 4096x4096 would be 16x16. Each grid square would be 256m, and each keypad square would be around 85m. That should be precise enough that you wouldn't need to use sub-grids. You keep the simplicity of key-pads, and you can guess distances much faster.
Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: precise coordinates

Post by Cossack »

I think for up coming mortar, we will need some sub keypads for more direct and more accurate strikes.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: precise coordinates

Post by lucky.BOY »

AquaticPenguin wrote:I've always found the opposite myself, Keypad are pretty quick for me. Although I find when I, or other people, use sub-keypads it can get confusing.

As it is the grid is constant, with an 8x8 grid fitting over any map-size. I think it would be better if each grid square was a fixed area. So a 1024x1024 map would be 4x4 grid, a 2048x2048 8x8 and a 4096x4096 would be 16x16. Each grid square would be 256m, and each keypad square would be around 85m. That should be precise enough that you wouldn't need to use sub-grids. You keep the simplicity of key-pads, and you can guess distances much faster.
+1 on this, better for estimating distances.

About the topographical maps, i have never used them, but they would add more atmosphere to PR, and the biggest advantage, aou could know how the terrain goes, which is nearly impossible with status quo.

-lucky
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: precise coordinates

Post by BloodBane611 »

AquaticPenguin wrote:I've always found the opposite myself, Keypad are pretty quick for me. Although I find when I, or other people, use sub-keypads it can get confusing.

As it is the grid is constant, with an 8x8 grid fitting over any map-size. I think it would be better if each grid square was a fixed area. So a 1024x1024 map would be 4x4 grid, a 2048x2048 8x8 and a 4096x4096 would be 16x16. Each grid square would be 256m, and each keypad square would be around 85m. That should be precise enough that you wouldn't need to use sub-grids. You keep the simplicity of key-pads, and you can guess distances much faster.
Unfortunately, the overlay that creates the map grid can't be customized by default, and no one has come up with code-fu that will allow it to be changed on a mapsize basis.

lucky.BOY wrote:+1 on this, better for estimating distances.

About the topographical maps, i have never used them, but they would add more atmosphere to PR, and the biggest advantage, aou could know how the terrain goes, which is nearly impossible with status quo.

-lucky
As I understand it, topo maps were shot down for use in PR because soldiers are much morel likely to use aerial photographs than a topo map on ops.
[R-CON]creepin - "because on the internet 0=1"
Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: precise coordinates

Post by Spartan0189 »

I agree with [R-DEV]Rudd to some extent, but then there are maps like Kashan that have no landmarks for most of the map.
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calstifer
Posts: 72
Joined: 2009-02-23 07:58

Re: precise coordinates

Post by calstifer »

Maybe you could make it to presing the TAB or capslock map is the one we have now, but if we press the M map it comes up with a more precise reading?
Sheep, seriously its all about the sheep.
TheAssProtectors.Nr1
Posts: 124
Joined: 2009-09-05 20:26

Re: precise coordinates

Post by TheAssProtectors.Nr1 »

What about making the grid follow the map upon a zoom-in? That I'd like to see!
Why do something today, when you can not do it tomorrow
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: precise coordinates

Post by lucky.BOY »

[R-MOD]BloodBane611 wrote: As I understand it, topo maps were shot down for use in PR because soldiers are much morel likely to use aerial photographs than a topo map on ops.

I understand using photos in areas like fajullah and ramiel or like, beirut but on maps like silent eagle or fools road there would be more useful to have a topo map.
But I must say that is better to have only one type of minimap, not these two.

calstifer asked somewhat similar, but can we make it so that CAPS map and M map are different?
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: precise coordinates

Post by Bringerof_D »

no it would make it too easy to pinpoint an enemy. it's fine the way it is now. just imagine the grids yourself. to get such an accurate plot on the map IRL requires lots of time. just wouldnt be fair if you could do it in game with a glance.

lol if i had it my way i'd turn PR into a full on sim and require you to plot with a 6 or 8 figure grid XD ok well maybe not.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: precise coordinates

Post by Dev1200 »

Epipen wrote:I've searched for Coordinates, grid, keypad, map, precise, etc... and didn't found this suggestion, if it is somehow a re-suggestion, i'm sorry...

So here's my suggestion:

Make 'sub keypads', keypads inside keypads, well... ms paint will explain it: Image

it would help on giving precise coordinates for mortar strikes, or tell to your team where the enemy cache is... tell an a10 to attack a certain area of the map when you can't laze it... etc

If this idea is stupid, please let me know... :D


Our squad uses this anyway, just without the grid. +1 for this suggestion, would add so much to PR.
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calstifer
Posts: 72
Joined: 2009-02-23 07:58

Re: precise coordinates

Post by calstifer »

EvilWaffles wrote:What about a simple division of 4 inside of every kp?
Capital idea. 1+
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: precise coordinates

Post by killonsight95 »

guys is it really that hard for you to do this without grid drawn on the map for you? its called a brain and imagination for a reason.
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Epipen
Posts: 74
Joined: 2010-06-30 05:29

Re: precise coordinates

Post by Epipen »

killonsight95 wrote:guys is it really that hard for you to do this without grid drawn on the map for you? its called a brain and imagination for a reason.
The reason why i've suggested this is because theres many people who doesn't use this kind of coordinates, and some of them don't even understand what we're saying, maybe an example in the corner of the map would help them as i said before, so everyone would be aware of the 'sub kp' or 'micro kp'

http://img833.imageshack.us/img833/9481/45633592.png
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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: precise coordinates

Post by Cassius »

They are working on mortars, so depending on mapsize the subk will be needed. But I agree that you dont need extra lines to find sub 9 on a square. The challenge will be more to put your marker on it XD.

I just whish I could say Need fiering mission at G 356 instead of G3 Keypad 5 Subkeypad oh nvm XD.
|TG|cap_Kilgore
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Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: precise coordinates

Post by Operator009 »

Cassius wrote:They are working on mortars, so depending on mapsize the subk will be needed. But I agree that you dont need extra lines to find sub 9 on a square. The challenge will be more to put your marker on it XD.

I just whish I could say Need fiering mission at G 356 instead of G3 Keypad 5 Subkeypad oh nvm XD.
+1 internetz for you.

I am now officially changing my format for coords to this more simple, easily understandable format.


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NoobSentinel
Posts: 79
Joined: 2010-07-16 18:52

Re: precise coordinates

Post by NoobSentinel »

It would also help, if the grids won't disappear when zoomed in. But the placement of the number and letter codes would be hard work for dear devs.
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