Any tips on improving Orientation?

General discussion of the Project Reality: BF2 modification.
MrD
Posts: 3399
Joined: 2006-05-13 16:21

Post by MrD »

Does the map have to have letters on the x axis and numbers on the y axis?

Quite a lot of us wish for numbers only, so we can divide the squares into ten easily for spotting.

Then we can say "enemy vehicle at 3456" which would be 3 along x, 5 down y, then inside that square 4/10ths on x axis and 6/10ths on y axis rather than disturbing the continuity of thought having to say "enemy vehicle at c456"
Image
[R-MOD]Mongolian Dude:
AH man, sarcasm is so hard to get across the web, even if we are both british :(
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

yea agree the attack/defense/move markers should draw out to maximum range
MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Post by MadTommy »

'[R-DEV wrote:eggman']I think we could do with a simple and discrete compass in the player hud (like the vehicle compasses). Would only have N, NE, E, SE, S, SW, W, NW as "tick marks".

This would indicate the player heading and would be in addition to the minimap (whether static or rotational).
Is this likely to be 'always up' or at the push of a button....or maybe part of the 3d map, (alt).

(i think i have my HUD at 100% transpanency - lol i wonder what changes you've made to it in 0.6? :p )

I'm as bad as any, but it always cracks me up when a warning is issued of an incoming threat.. and 3/4 of the squad turn and face the wrong way.."no lads.. face the 'other' due west"..
MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Post by MadTommy »

'[R-PUB wrote:MrD']Does the map have to have letters on the x axis and numbers on the y axis?

Quite a lot of us wish for numbers only, so we can divide the squares into ten easily for spotting.

Then we can say "enemy vehicle at 3456" which would be 3 along x, 5 down y, then inside that square 4/10ths on x axis and 6/10ths on y axis rather than disturbing the continuity of thought having to say "enemy vehicle at c456"
Yeah this is a problem... the grids are massive when trying to give an accurate location of; lets say an individual building. I use for example; Grid ref E4, NW corner .. enemy squad on tall building.

I like your system….makes perfect sense to me....but i bet it normally only works with your clan mates.

It would be nice if when you zoomed on the map... there was another grid within each grid. This would be esp. useful when giving intel over team chat.
Long Bow
Posts: 1100
Joined: 2007-03-21 14:41

Post by Long Bow »

MadTommy wrote:Yeah this is a problem... the grids are massive when trying to give an accurate location of; lets say an individual building. I use for example; Grid ref E4, NW corner .. enemy squad on tall building.

I like your system….makes perfect sense to me....but i bet it normally only works with your clan mates.

It would be nice if when you zoomed on the map... there was another grid within each grid. This would be esp. useful when giving intel over team chat.
I was playing in a squad a while back with a few guys from a clan (?) that used the number pad keys to distignuish locations. They would say "C6 - num pad 3" sometimes dropping the num pad moniker. It was very effective from what I saw. The problem is you need everyone to be on board which on a Puby would require a small lesson :grin:
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

Added order markers render out to 4km, added a compass into the general player HUD, at the bottom, quite discrete, always on (compass could prolly be a bit smaller, but it's adequate and not much of a distraction imo).

Will be in next test build.
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

Image
Threedroogs
Posts: 404
Joined: 2006-07-20 00:38

Post by Threedroogs »

just like you should check your mini-map for any friendlies in your cone of fire (so you know if you can blast on anything that moves or not), you should also check what direction you are facing (before any enemies appear).

this way, you can know that there are no friendlies to the southwest, so if you see movement, you can start shooting and name the direction without thinking.

i was terrible at spotting targets over VOIP for a long time. it takes quite a bit of practice to get your bearings down ingame, but it's well worth the effort.
Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!

http://www.youtube.com/watch?v=x3-E3xuQtqI
Darkpowder
Posts: 1527
Joined: 2006-08-30 22:00

Post by Darkpowder »

threedogs, you have it just right. By the sound of it you are my kind of player, you are welcome in my squad anytime. If you haven't played with me or some of the [PR]USEF| MEDI| BCST| or PELA| tourney lot yet.. come and do so on public servers.
'[R-DEV wrote:eggman']Added order markers render out to 4km, added a compass into the general player HUD, at the bottom, quite discrete, always on (compass could prolly be a bit smaller, but it's adequate and not much of a distraction imo).

Will be in next test build.
Great! See folks, what can happen with a productive on-topic discussion. Looking forward to the compass and such.
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

I think the compass in the general player HUD is going to prove to be a very nice, subtle and worthwhile change.

Because of the nature of that compass and how it's plced into the HUD it shows up in vehicles and such, so when you are driving a Hummer you will always have the compass there confirming your direction of travel.

Personally I absolutely love that between the large maps and the shortened draw distances of the CP markers we're making orientation, navigation and situational awareness a bigger part of the mod.
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

Image
Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

'[R-DEV wrote:eggman']I think the compass in the general player HUD is going to prove to be a very nice, subtle and worthwhile change.

Because of the nature of that compass and how it's plced into the HUD it shows up in vehicles and such, so when you are driving a Hummer you will always have the compass there confirming your direction of travel.

Personally I absolutely love that between the large maps and the shortened draw distances of the CP markers we're making orientation, navigation and situational awareness a bigger part of the mod.
What about like in ArmA where you hit "O" and it brings up your compass? (Or is it "K"?)
Image
M4nicMin3r
Posts: 503
Joined: 2007-01-22 11:53

Post by M4nicMin3r »

'[R-PUB wrote:MrD']

Quite a lot of us wish for numbers only, so we can divide the squares into ten easily for spotting.

The way i do it is split the already divided squares ( on the larger map ) into smaller compass related protions when spotting.

IE:

"Contact in the SE quadrant of C4 moving to the northwest quadrant of C4 "

That way everyone whos listening knows that im refering to the larger map with grid coordinates. Ok so its not very precise as one quadrant could probably cover a large area but ppl usually get the right idea..

Usually the ONLY time i use the minimap is when enemies are spotted by others some way off so i can try to judge which direction they are heading and if they are an immediate threat or not.
Post Reply

Return to “PR:BF2 General Discussion”