Page 2 of 6

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:20
by Rudd
there is a healthbar when people are below X%

the clean HUD is there to be more realistic and not impede immersive view, a build meter for building assets wouuld be inkeeping with that philosopy as 1) theres nothing to see other than the shovel and the meter 2) knowing how much needs to be built is realistic. Healing, though a continuous value ingame is a discontinuous value IRL, so having the meter only at less than X% makes sense. vehicles don't need a health meter of any kind as you can see them smoke in proportion to damage.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:23
by Kain888
Don't really like that suggestion. For reasons see some posts above, as there is no point to double them here. :)

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:27
by Tirak
[R-DEV]Rudd wrote:there is a healthbar when people are below X%

the clean HUD is there to be more realistic and not impede immersive view, a build meter for building assets wouuld be inkeeping with that philosopy as 1) theres nothing to see other than the shovel and the meter 2) knowing how much needs to be built is realistic. Healing, though a continuous value ingame is a discontinuous value IRL, so having the meter only at less than X% makes sense. vehicles don't need a health meter of any kind as you can see them smoke in proportion to damage.
So then, as previously suggested, have multiple build states that the FOB goes through. Sure it'll be work to implement and take a while, but how long did we just have to wait for the HATs to be ready? How long did we just have to wait for C4 to be able to be placed. I'm not saying it would be easy, I'm not saying I think it should be done, but not a progress bar, never a progress bar. A progress bar is the lazy way to go, and doesn't fit the philosophy of PRs "Clean HUD".

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:31
by Rudd
but how long did we just have to wait for the HATs to be ready? How long did we just have to wait for C4 to be able to be placed.
both eventually accomplished by quite simple mechanics, making assets go through several phases requires an amount of work completely disproportionate to reward

and I fail to see the arguement of minimalist huds in this case, as I've stated...you're just staring at dirt. DIRT, the Hud won't get in the way.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:32
by Tim270
I do not really see the point when fire-bases 'bleed' anyway until they collapse unless it is fully or near fully shovelled. That is the visual representation of how much you have left to do as there is not point in half building it. Its either 100% health, zero or bleeding back to 0. If firebases had different damage stages, then ok, but they do not so its really quite useless information you are giving to the player with a health bar for it.

Its like repairing vehicles, you get a spanner Icon so that I know I am being repaired, you get a different smoke colour to indicate how badly you are damaged thus negating the need for a health bar to show you how much health you have and if its going up or down.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:35
by Kain888
[R-DEV]Rudd wrote:and I fail to see the arguement of minimalist huds in this case, as I've stated...you're just staring at dirt. DIRT, the Hud won't get in the way.
It's not about obscuring view, but about the feeling. Minimalistic view supports immersion.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:37
by Tirak
[R-DEV]Rudd wrote:both eventually accomplished by quite simple mechanics, making assets go through several phases requires an amount of work completely disproportionate to reward

and I fail to see the arguement of minimalist huds in this case, as I've stated...you're just staring at dirt. DIRT, the Hud won't get in the way.
The minimalist hud idea comes from taking all the extra shit you don't have in RL off your HUD. In real life, you don't have a reticule, so PR doesn't have once. The reticule never got in the way, but it wasn't realistic. In real life, I don't have a magic bar that shows up when I'm building a shed.

If the idea were for the clean hud that "Oh as long as you're staring at something uninteresting that you should have a rough idea of whats going on it's OK to have" then I want my health bars back because "I'm just staring at his camouflaged *** while i medic him." I would have wanted my Armor bars back when you had to physically fix the tank because "I'm just staring at a featureless armored panel." See the logic Rudd? If you want an indicator, make it a natural one. Tanks have different smoke levels, players cough when they're bleeding, so give the FOB a visible indicator, not progress bars.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:47
by goguapsy
Any chances to have a "progressable FOB" as in, the more you build, the more sandbags come up, until it gets to the final (current) state?

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:54
by AfterDune
Visible indicator or progress bar, what's the diference man. In real life you know how far along you are when building whatever.

In PR right now, you have no idea when you're ready building a deployable. I personally think it's nice to somehow see how far along you are. And if that's done through a progress bar or some other visual indicator, I really don't care.

Keep in mind, this is only discussion, it's not sure if this will eventually be in PR or not.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:54
by MrTomRobs
Tirak wrote:The minimalist hud idea comes from taking all the extra shit you don't have in RL off your HUD. In real life, you don't have a reticule, so PR doesn't have once. The reticule never got in the way, but it wasn't realistic. In real life, I don't have a magic bar that shows up when I'm building a shed.

If the idea were for the clean hud that "Oh as long as you're staring at something uninteresting that you should have a rough idea of whats going on it's OK to have" then I want my health bars back because "I'm just staring at his camouflaged *** while i medic him." I would have wanted my Armor bars back when you had to physically fix the tank because "I'm just staring at a featureless armored panel." See the logic Rudd? If you want an indicator, make it a natural one. Tanks have different smoke levels, players cough when they're bleeding, so give the FOB a visible indicator, not progress bars.
I understand where you're coming from with this, but the amount of work that would need to be done in order for these visual representations to be implemented would be ridiculous, make the game buggy and would not yield that much reward for it. If the game was funded by (for example) EA, then i could see the point in it. But as it is, PR is, and is likely to remain for the most part, a volunteer enterprise.

If a progress were to be implemented, maybe it could go somewhere discreet so as not to impede your screen with things. Perhaps above the sprint bar or somewhere similar so you know its there if you do want to look at it.

Personally, i like the idea of having a changing text bar based on the where along in the construction phase you are.

But with reference to your armour bars and health bars, isn't this where team communication come into it? I always tell the medic when i'm fully healed.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:56
by bloodthirsty_viking
What if just a third version i guess its called of the static was added where from 50-85% health you see a semi built one, Like a few poles laying on the side, Not all the sandbags up, this way if its under attack it kinda looks like its under attack, But if your building it it also looks kinda like its being built. Also that way we know If its a random bleeding fire base after a fight instead of randomly running around with a shovel to each of the assets.

So for example also if you put this on the machine gun you would be able to use the machine gun allready, as the gun would be set up, But the sandbags surrounding the gun would still be down.

With AA the aa would be up, but only like the first line of sandbags would be placed so far.

It would take more work then a bar, But also be more realistic and less work then 5 different models and all that ****.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 15:59
by Rudd
Kain888 wrote:It's not about obscuring view, but about the feeling. Minimalistic view supports immersion.
true, I forgot how immersive Dirt is.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 16:01
by Tim270
However other than 'looking nice' it would have no real function at all. Its useless information.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 16:09
by Redamare
yeah i was about to say this shouldnt be an issue i like the idea im supprised i havnt heard it already . . . makes sense to tell the Repair status of a deployable while holding a shovel . . . so you know how much health the object has . . . there is already an ammo icon for HMG and morters soo sounds good to me

Re: Progress Bar for FOB Building

Posted: 2011-02-07 16:09
by Mora
Geez people just accept that its a good idea. Devs like it so its going to happen. Whenever you like it or not.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 16:16
by Sgt.BountyOrig
I'd like for there to be a %'age number on the front of the radio, it measures health and shows how healthy the FOB is

100% = Fully Built
0% = Just Deployed
-99% = About to dissapear from the world.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 16:16
by goguapsy
[R-DEV]AfterDune wrote:Visible indicator or progress bar, what's the diference man.
Just saying it might look cooler...

Re: Progress Bar for FOB Building

Posted: 2011-02-07 16:25
by Rhino
Having a "Repair Bar" iirc isn't really workable for various reasons although I'll let the coders comment on that.

A "repair bar" also IMO shouldn't be added for reasons already stated. I also don't believe any text messages on the % done would be good either.


The only way I can really see of giving a decent and some what realistic "visual indicators" showing the repair progress would be though damage state effects.

Basically I'm sure you all know how vehicles have smoke and fire effect on them when they are low HP. Well in the same way we can add an effect onto the firebase that is played when it reaches a % of HP. This effect can simply be some dust, a 3D object even like a sandbag being placed and other things, including sounds being played at HP percentages with the effects (or even just a sound on there own).

The problem with this thou is that these effects would not only take a lot of time to make and implement but to make them look good would be a really tough job.


As such, I don't believe that this would be worth the effort to make.

Re: Progress Bar for FOB Building

Posted: 2011-02-07 16:26
by Tim270
[R-DEV]AfterDune wrote:Visible indicator or progress bar, what's the diference man.
Mares well remove the bleed effects and vehicle smoke/damage states then :p

Re: Progress Bar for FOB Building

Posted: 2011-02-07 16:26
by killonsight95
just put the bar in untill one of the people that don't like make the models in the middle?