fr1tz {l Wrote}:- just keep an eye on the indicator.
- Why work out a mockup now? Creating any warning indicator does not pose a problem, no matter what kind.
It really does IME, because:
- It creates another element the player needs to keep track of
- The only way to keep track of it is by looking at it (unlike impulse & damage damper)
- Even if you look at it, it only tells you what the highest lock meter is. Meaning it will unpredictably fluctuate and generally be of little use to the player.
- You're right about turning a binary state into more values adds complexity. But the current simplicity comes with the price of a complex mechanic that one has to learn, so it remains a relevant question of what kind of complexity is preferable (binary vs. "gradual").
- Being able to indicate something - and doing so - isn't a bad thing, if the alternative is to come to conclusions via other "hints". A sound could support the indication.
- There is nothing unpredictable about knowing the highest lock stage any enemy has on you. It isn't an indication of how "safe" you are. (alos this only happens when 2 enemies ahve a lock on you)
fr1tz {l Wrote}:The current "locking" HUD breaks that rule. Why shouldn't a "lock-stage" HUD, too.
Because the disc lock indicator is only visible for a very short time. There's a huge difference between a short notification and something your brain needs to keep track of.
1s - 10s was a pretty conservative guess. It was supposed to be a "very short time".
I don't imagine the gradual lock being something even remotely persistent - it should just be fast enough to force you trying to hit the trigger faster than you normally would, because time runs out.
1s-3s would be my non-conservative guess.
fr1tz {l Wrote}:Maybe there's a way to turn the team-based approach into something workable, but I'll be damned if I don't try something simpler first.
As far as the "every CAT has a separate disc lock meter for every other CAT" approach goes, I have zero faith of that working out in any
way.
I never mentioned team-based any approach, you're probably taking about Julius idea.
About CAT <-> CAT disk lock meter: It's almost what we have it right now. It is just about adding milliseconds to a moment. That's all.
Think of it this way: Instead of
one skilled shot it takes
one lucky row to lock enemies.
that row might be two quick consecutive hits or three, in a timespan maybe even 500ms -2s!
It would certainly strengthen the idea to not want to *JUST* deal damage or kill, but to *play* more.
If you still think this is complete bullocks let's leave it there - there is more important stuff to do for me, too.