Armor Interface Upgrade Options

Post ideas & suggestions you have pertaining to the game here.
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SiaFu
Commonwealth Pilot
Commonwealth Pilot
Posts: 88
Joined: Thu Jul 08, 2010 4:10 pm

OK, here's the 72 pip version with all of them white:
Image

As you can see, it's pretty cramped. It would require four strips (for red-amber-green-blue armor status) of 72 pip images 122x122px. I'd also rather do away with the empty lines between pips making them seamless.

There are several issues:
- rotation would be done by changing the order of the pips so pip 1 is always +5° of the ship heading
- so many overlays could affect performance
- bases tend to be larger than the target circle and would overlap the armor status (as shown right).
- implementing the code for mapping armor sections into 5° pip intervals on the fly, reading their status and displaying them according to heading... I wouldn't even know where to begin

The benefit would be an universal display that could handle any armor configuration whose segments cover multiples of 5°, much like the fuel gauge can show 10-1000 MW reactors. And it would be implemented using graphical overlays, like the thruster and weapon effects already are.
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Atarlost
Fleet Admiral
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Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

I think overlays on the HUD aren't in yet, but have been requested. Putting them on top of the ship graphic might be better. Lots of ships overlap that circle too and they're the ones where armor facings matter the most.
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