Progress Metres - Building, Fixing, Healing
Posted: 2007-07-27 03:30
Are these turned off, or is it just my client showing a bug? If I'm healing someone, using a shovel on a bunker, or a spanner on a vehicle, the "progress" meter shows up, but doesn't appear to do anything. I just figured it was a case of "well, it's not realistic to know how healthy your target is, so you just keep going until it's done" or some such, but now I'm thinking that is just silly.
When you are building a bunker, you know how far you've got. You're not like "oh, it's three planks left to nail in before it's done, but I have no idea if I'm even over half-way done!"
Ditto for patching up the armour on a tank. "Oh, I've only got three screws to bolt in, but that could take years!"
In real life, you have visual clues to indicate how well you are doing. You can ask people "are you still a bit sore?", you can see how much material is left to construct with, etc. In PR bunkers go from components to assembled.
Now, if it's a bug, then "whoops, sorry, wrong section, I used the search function, checked the first couple of pages in the bug-rep bit, couldn't find any likely candidates, sorry." How do I fix it?
If it's intentional, then can we have a third model for construction at the very least that represents "functional, but not at 100%" ?
Like a bunker that's at 100% gets a flag up at the corner when it's 100%, and sandbags get an intermediate level (or even a fixed gun on top when complete, *joy*!)
At present I think a lot of people run past stuff because they see it up and assume it's complete. Particularly the command post, for example.
Or give us a working progress meter? It's a lot easier and more effective than modelling realistic (and thus ambiguous and hard to see) damage on people, vehicles and tanks that you have to watch for to work out if they're fine or still a bit peeky.
When you are building a bunker, you know how far you've got. You're not like "oh, it's three planks left to nail in before it's done, but I have no idea if I'm even over half-way done!"
Ditto for patching up the armour on a tank. "Oh, I've only got three screws to bolt in, but that could take years!"
In real life, you have visual clues to indicate how well you are doing. You can ask people "are you still a bit sore?", you can see how much material is left to construct with, etc. In PR bunkers go from components to assembled.
Now, if it's a bug, then "whoops, sorry, wrong section, I used the search function, checked the first couple of pages in the bug-rep bit, couldn't find any likely candidates, sorry." How do I fix it?
If it's intentional, then can we have a third model for construction at the very least that represents "functional, but not at 100%" ?
Like a bunker that's at 100% gets a flag up at the corner when it's 100%, and sandbags get an intermediate level (or even a fixed gun on top when complete, *joy*!)
At present I think a lot of people run past stuff because they see it up and assume it's complete. Particularly the command post, for example.
Or give us a working progress meter? It's a lot easier and more effective than modelling realistic (and thus ambiguous and hard to see) damage on people, vehicles and tanks that you have to watch for to work out if they're fine or still a bit peeky.