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Currently there's the normal crosshair, additional hit marker, and a circle to indicate weapon heat. Unfortunately they all look different and the heat indicator is not easily readable.
My suggestion is to:
make the hit marker (diagonal lines) thinner to match the reticle
only retain the inner lines of it (close to the center)
repurpose the outer lines as overheating indicators (possibly adding horizontal and vertical ones in a circle or square as well for a total of eight
have them show up and/or change color starting from the bottom one clockwise
firing is impossible when they're all shown on screen
if the weapon needs to cool down before firing, only half of each bar would be removed until it's possible to fire again (that could be calibrated at the halfway point for example)
other possible mechanisms include rendering the bars white and sharply turning red once the weapon is too hot, etc. It's up for discussion
the bars may disappear faster the more of them is shown
in real world higher temperature delta results in faster heat transfer
this'll increase granularity for higher heat values where it's more important for the player
The text was updated successfully, but these errors were encountered:
no-lex
transferred this issue from project-imprimis/libprimis
Aug 30, 2021
Another possiblity is to display "charges" instead of cooldown.
They could be semi-transparent when depleted, possibly with another level of transparency to show progress of recharging. To aid timing when exactly a charge will be available, the animation for recharging could use eg. an exponential curve (starting slow and speeding up).
Currently there's the normal crosshair, additional hit marker, and a circle to indicate weapon heat. Unfortunately they all look different and the heat indicator is not easily readable.
My suggestion is to:
The text was updated successfully, but these errors were encountered: