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IDProjectCategoryLast Update
0028576Heart Of The MachineGameplay IssueJun 1, 2024 5:26 pm
ReporterLeximancer Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version0.528 Unforgivable Composting 
Summary0028576: Identifying foes.
DescriptionOk, I see the cruiser now while investigating water. Chris I know you said I wouldn't miss the cruiser, but I did in the previous runs despite activating this event multiple times, and I think I know why: There was a large powered armor very near the area I was investigating at the time, and it actually did move (I now realize it was probably on patrol) towards me on it's turn. And I was like "oh shit I hope that's not in the fight" -- then, I saw a volley of fire and then a bunch of explosions around my dude and I connected it to the powered armor, NOT the cruiser. Especially: I have seen other (non-troop) flying ships with similar shapes patrolling around the city and ignored for the most part.

So it was a case of mistaken identity.

This time around I noticed the little yellow globe around the cruiser's avatar and that the powered armors haven't reacted to our fight between ourselves. I think that helps, however I wonder if more distinction would be useful.

As a thought: there is a pretty good opportunity here to force this event to spawn next to a base with power armor. Then, on the turn the cruiser shows up, have a powered armor defined in such away the player can see it, and create a progress gate that tells them, "These guys don't care what's going on with you across the street. These other guys with the yellow circle are the hostile ones you should be worrying about."

That said, I don't even know if that's enough. I still struggle with the yellow overhead icon to ID friend/foe, and now that I think about it, "yellow circle" doesn't actually tell me something is hostile, because I have fought things that were hostile to me that did not have it. So, ugh, this sounds like a lot but it may be important to find a way to allow the player to better-identify hostiles at-a-glance.

I just want to pre-empt the obvious reply, I've seen you talk a lot about how basically everybody is hostile, but in reality that's only "potentially" hostile. I'm talking about an easy way to see units that are actively hunting for one of my units or structures. (This would also help with cleanup after alerting smaller groups vs side content and POIs)
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Leximancer

Jun 1, 2024 4:56 pm

reporter   ~0068931

I think this can be closed actually. I don't think I had found the incoming damage indicator before I wrote this, and really as soon as you do find that, this is no longer an issue (you can jump to all hostiles.)

The only thing I would say is that - since I never found the incoming damage summary on my own - it may be something that needs a golden arrow first time it shows up in tutorial.

Issue History

Date Modified Username Field Change
May 31, 2024 6:04 pm Leximancer New Issue
Jun 1, 2024 4:56 pm Leximancer Note Added: 0068931
Jun 1, 2024 5:26 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 1, 2024 5:26 pm Chris_McElligottPark Status new => closed
Jun 1, 2024 5:26 pm Chris_McElligottPark Resolution open => no change required