Re: modernized targetting system
Posted: Sat Feb 07, 2009 8:19 pm
CmdrLUke wrote:The oolite targetting system is really primitive. Simple "friend or foe" displays were sufficient for classic Elite, but become very frustrating in larger battles and missions where specific ships must be located and monitored. Managing large group of mixed friends and enemies is very confusing. Missions that require finding particular ships quickly and then escorting them (like the localhero one) would be made much more enjoyable with more advanced scanner/targetting system.
...
+ target "nearest enemy"
+ cycle through all ships
+ cycle through all enemies, friends
+ store important targets into target memory hot keys
...
I find myself in agreement with CmdrLUke that [OO|E]lite's targeting system has little to be desired, even after you have fully kitted out the existing targeting system with the available upgrades. The biggest single problem I have with Elite-style targeting (and I felt this way even back when I was playing it on my Commie-64 & 128) is that you have to point your nose at and "lock up" anything you want to target. We all know what a PITA it is to do this with distant entities that show up on your HUD as just a few pixels (or not even visible at all!). Even with the "Target System Memory Expansion" you can only cycle through things that have been previously targeted in the aforementioned manner. Almost all other space-sims I've played support some variation on what CmdrLUke suggests. Not only can you target something that you have not previously locked up, you can be discriminate as to what you target - hostiles, neutrals, last object that commed, etc.Commander McLane wrote:While I agree that there could be more enhancements to the target computer, I would not agree with the above statement. The quite complex missions with huge and confusing battles in Assassins.oxp are playable (and have been played by many Ooliteers) with the targetting system as it is now.
Given that the basic standard-equipment scanner is capable of discerning between hostiles, neutrals, system vessels (e.g. cops), last-communicating-ship, and non-ship objects, it seems to me that it should be possible to be able to cycle through and "blind target" each of these entity (ship/object) classes as well as the existing target-under-reticle system.
I would agree, for the sake of proper balance, that it should not be possible to blind-target a cloaked ship. Or should it? I've never (knowingly) encountered one yet, so I don't know if cloaked ships show up as a "golf club" on the scanner. I guess the rule of thumb I'd apply would be that if it shows up on the scanner, it should be targetable.
I am in wholehearted agreement with CmdrLUke that the existing targeting system is tedious, and that an eventual upgrade of it to reflect "modern" standards would be most welcome. As a programmer myself (albeit one who works on down-to-the-metal "embedded systems" rather than PC/application work) I can appreciate that not every request made here can be easily implemented, esp. when working with a code base that has no doubt devolved to a (at least partially) spaghetti-like state (I cast no aspersions on Ahruman or Aegidian in saying this, I'm simply speaking from personal experience ). Regrettably, I find Objective-C baffling; were it not the case I'd be sorely tempted to dig into it and make the improvements to the targeting system suggested here myself.