<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->also powered room boundaries should be more distinguishable or more accurate.<!--QuoteEnd--></div><!--QuoteEEnd--> Definitely agree with this, commander should be able to see what power node powers what room and to what range. (Really frustrating to build accidentally out of power node range etc)
<!--quoteo(post=1915846:date=Mar 21 2012, 07:25 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Mar 21 2012, 07:25 AM) <a href="index.php?act=findpost&pid=1915846"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yes, that's armor and it shrinks the less armor the unit has<!--QuoteEnd--></div><!--QuoteEEnd-->
Please fix the % health circles around the marines, for the marine commanders view. It will say he is 100/100 but the graphical ring is in the yellow 3/4th hp range. It's annoying as a commander. - -;
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1915925:date=Mar 21 2012, 03:32 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Mar 21 2012, 03:32 PM) <a href="index.php?act=findpost&pid=1915925"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like it, though I agree minimap may be a tad too large. Also not entirely sold on the death blood thingy
Also, is it just me or did they change the marine ESP so that it no longer shows approaching skulks on the minimap like it used to? (without a marine or orbs spotting them)<!--QuoteEnd--></div><!--QuoteEEnd--> It still shows aliens when they are in LoS, but they are now arrows (not a fan of just arrows), I prefer the lifeform icons so you can actually asses the threat. The main map still shows those so I guess threat assessment across the map is still good...
<!--quoteo(post=1915928:date=Mar 21 2012, 04:42 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Mar 21 2012, 04:42 PM) <a href="index.php?act=findpost&pid=1915928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Definitely agree with this, commander should be able to see what power node powers what room and to what range. (Really frustrating to build accidentally out of power node range etc)<!--QuoteEnd--></div><!--QuoteEEnd-->
^ Oh yes, This! I think of a shiny blue plane in the shape of the powered area, only visible for the com when placing a building.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo(post=1915931:date=Mar 21 2012, 11:58 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Mar 21 2012, 11:58 AM) <a href="index.php?act=findpost&pid=1915931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It still shows aliens when they are in LoS, but they are now arrows (not a fan of just arrows), I prefer the lifeform icons so you can actually asses the threat. The main map still shows those so I guess threat assessment across the map is still good...<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, the new minimap icons won't give the same scare as seeing a fade or onos minimap icon approaching me from behind.
The direction UWE are going with the new marine hud makes a lot of sense stylistically and lore wise. Remember that the marines are using a digital heads up visor and the scan lines make a lot of sense in order to create a certain feeling or mood (similar to the mouth for skulks). If you've actually worn a hud helmet or a VR visor the displayed information does feel clunky at first, but the display is nearly transparent.
I'm not saying it should be true to form but stylistically it makes sense. Most people have a lot of experience and personal preference with what a super functional fps hud should be ideally but personally I hope that isn't the dirction NS2 is going to go, for that I can play quake or counter strike.
On another note how would you guys feel about the ability or to turn off your marine visor hud and possibly get a benefit from heightened senses such as larger sound radius and possibly higher damage rifle butt swing?
Kind of like at the end of an sci-fi action flick when the main character and the antagonist take out their ear pieces to go nuts on each other and they beat on each other for an extended 5 minute action scene.
I think it's better with arrows showing only location and direction. The little icons were appealing at first but now looking at the new HUD I think they look cartoony
And compared to the previous HUD the new one is more modern, in keeping with the style of other games. Whether that's good or bad, it doesn't look dated like the last HUD did.
<!--quoteo(post=1915944:date=Mar 21 2012, 06:47 PM:name=SpaPal)--><div class='quotetop'>QUOTE (SpaPal @ Mar 21 2012, 06:47 PM) <a href="index.php?act=findpost&pid=1915944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On another note how would you guys feel about the ability or to turn off your marine visor hud and possibly get a benefit from heightened senses such as larger sound radius and possibly higher damage rifle butt swing?
Kind of like at the end of an sci-fi action flick when the main character and the antagonist take out their ear pieces to go nuts on each other and they beat on each other for an extended 5 minute action scene.<!--QuoteEnd--></div><!--QuoteEEnd-->
My heart sinks when I see changes like this. I have voiced my concerns about the HUD for both sides becoming too messy and distracting. Its starting to look like L4D2 which is disappointing and gimmicky and doesnt fit a game like NS2. If UW do decide to go ahead with this, I at least hope we get the option to disable/make more transparent or switch off whichever elements of the HUD we don't like. I want to see the game and not masses of information on the screen.
The HUD for both sides needs to be clear but not intrusive and like someone stated earlier, "less is more" I often wonder how half this stuff gets past the play-testers really. Are they just to afraid to criticise the game and UW's decisions in any way or something?
Still not as bad as the marine jump spam, which is out of control now, though by a long way.
Adding text ("you are now respawning") to explain what is going on in the game is a hugh fail. What are the 3D animated models and the sound for again, can't remember ?
Thanks for all the feedback guys. In general, the UI that was shows is all still a WIP, so font sizes, scaling of various elements, the opacity of the backgrounds (like the background behind the minimap being too opaque) are all being adjusted, before public release.
<!--quoteo(post=1915765:date=Mar 21 2012, 06:05 AM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Mar 21 2012, 06:05 AM) <a href="index.php?act=findpost&pid=1915765"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a suggestion, but it would be cool if the hud had depth and was slanted on the sides to make it seem like it was being projected onto the marines visor. Like that<!--QuoteEnd--></div><!--QuoteEEnd--> We'd still like to do the slanting effect on the HUD, but its not a priority, so probably won't make it for 1.0 <!--quoteo(post=1915789:date=Mar 21 2012, 07:46 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Mar 21 2012, 07:46 AM) <a href="index.php?act=findpost&pid=1915789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didnt see it mentioned, are the health/armour updates instant? Or still delayed.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes. <!--quoteo(post=1915819:date=Mar 21 2012, 09:57 AM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Mar 21 2012, 09:57 AM) <a href="index.php?act=findpost&pid=1915819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->please remove that most annoying message "You Are Dead!".
Better will be the countdown to re-spawn / or message about queue when you will be in b.field again instead of give that negative information to the players.<!--QuoteEnd--></div><!--QuoteEEnd--> The You Are Dead was placeholder text, but we are removing that stuff entirely anyway, including the blood splat symbol. And you will get the countdown to re spawn timer and all that stuff, as it switches to a special spectator screen mode, after the death stuff is done. <!--quoteo(post=1915847:date=Mar 21 2012, 11:26 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Mar 21 2012, 11:26 AM) <a href="index.php?act=findpost&pid=1915847"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i hope they fix the rings, because marines can see alien ones O.o<!--QuoteEnd--></div><!--QuoteEEnd--> This has been fixed. <!--quoteo(post=1915922:date=Mar 21 2012, 03:16 PM:name=BJHBnade_spammer)--><div class='quotetop'>QUOTE (BJHBnade_spammer @ Mar 21 2012, 03:16 PM) <a href="index.php?act=findpost&pid=1915922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->soo so far what i get from people complaining is alien new hud is good except font on the health is too big or the circle needs to be bigger to fit it.<!--QuoteEnd--></div><!--QuoteEEnd--> The Alien HUD was very unfinished in that PT, especially the issue with the numbers not scaling properly with the health rings. That overlapping is just due to the WIP of it. <!--quoteo(post=1915926:date=Mar 21 2012, 03:32 PM:name=Ohnojojo)--><div class='quotetop'>QUOTE (Ohnojojo @ Mar 21 2012, 03:32 PM) <a href="index.php?act=findpost&pid=1915926"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->banner for power nodes being destroyed should be less intrusive (smaller banner? placement of banner?)<!--QuoteEnd--></div><!--QuoteEEnd--> We are moving the banners up more to not be as close to the crosshairs.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
cory you literally addressed every concern i had while watching that stream, which by the way was amazing! thanks!
p.s. what are the requirements to seeing those hp armor rings? distance? degree within crosshairs? just dont want them popping up distractedly during a fight
One thing I found a bit odd with the marine UI was the resource indication in the bottom right.
To the right of your pres amount, there's the total amount of Extractors indicated with the dots. To the left of your pres amount, there's another dot that's only there to indicate the resource income flow.
I kept wondering to myself, up to the point where I saw a new game start where there's only ONE Extractor, if that dot on the left meant you had <i>two</i> Extractors, or just one.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited March 2012
Those screenshot in the OP are somehow weird. Ingame they Hud isn't that visible, especially the scanlines the opacity on those is a whole lot less then that screenshot shows. Compression artefacts?
<!--quoteo(post=1915981:date=Mar 21 2012, 02:56 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Mar 21 2012, 02:56 PM) <a href="index.php?act=findpost&pid=1915981"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... The You Are Dead was placeholder text, but we are removing that stuff entirely anyway, including the blood splat symbol. And you will get the countdown to re spawn timer and all that stuff, as it switches to a special spectator screen mode, after the death stuff is done.
... --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->Thank you very much (really very much)!!! I'll kiss you .. as I'm happy!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited March 2012
<!--quoteo(post=1915995:date=Mar 21 2012, 07:21 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Mar 21 2012, 07:21 PM) <a href="index.php?act=findpost&pid=1915995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now that ppl have already seen it, how about uploading good quality sceenshots of the wip ui?
Would be cool if somebody would do that, honourable kouji-san other playtesters or devs! :)<!--QuoteEnd--></div><!--QuoteEEnd--> I'll ask if I'm allowed, it has changed a bit with new unseen stuffs :P
I´m really disappointed by the new stuff. Not only the new HUD seems horrible for me, also pretty much every change you (the devs) have done with the last build. If I haven´t bought it already I think I wouldn´t do it again. A friend of mine recently bought the game because I told him too (was on build 199) and he was really excited about it, but now I keeps just complaining to me.
<!--quoteo(post=1915944:date=Mar 21 2012, 12:47 PM:name=SpaPal)--><div class='quotetop'>QUOTE (SpaPal @ Mar 21 2012, 12:47 PM) <a href="index.php?act=findpost&pid=1915944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On another note how would you guys feel about the ability or to turn off your marine visor hud and possibly get a benefit from heightened senses<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1915986:date=Mar 21 2012, 07:12 PM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Mar 21 2012, 07:12 PM) <a href="index.php?act=findpost&pid=1915986"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One thing I found a bit odd with the marine UI was the resource indication in the bottom right.
To the right of your pres amount, there's the total amount of Extractors indicated with the dots. To the left of your pres amount, there's another dot that's only there to indicate the resource income flow.
I kept wondering to myself, up to the point where I saw a new game start where there's only ONE Extractor, if that dot on the left meant you had <i>two</i> Extractors, or just one.<!--QuoteEnd--></div><!--QuoteEEnd--> Here's a clearer shot of that HUD element, and also showing a slight reworking of the design then was shown in the PT. The number of Extractors are shown as dots running along the bottom, and will go up to whatever number of Extractors your team has. The dot to the left of the res numbers is actually not just a dot, as you can see more clearly in this image, and it is just the icon for resources.
Yeah, I actually JUST noticed that the icon is different when watching the VOD from yesterday's stream and was about to go back to this post and edit it, but you were quicker :p But that's a much better position seen in the image you uploaded.
One thing I'm curious about for the new UI as well is support for friends playing together.
I played with a friend quite extensively two builds back, but finding each other is slightly hard since there's no way to see a chosen player on the map. Do you think that's something that could be done? I played NS1 this way too with a friend and we had a blast, but I would be even happier if the game supported friends playing together. Maybe hook it up with Steam somehow so friends are displayed differently on hivesight/map/name colour.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
triggerman theres a lot of room for brainstorming there, like something as simple as green text instead of the "brownyellow" we saw yesterday on the new hud? similar to how battlefield games show your squadmates.
i definitely like this idea, as friends are already grouping together in this game very often!
<!--quoteo(post=1916017:date=Mar 21 2012, 12:37 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 21 2012, 12:37 PM) <a href="index.php?act=findpost&pid=1916017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->triggerman theres a lot of room for brainstorming there, like something as simple as green text instead of the "brownyellow" we saw yesterday on the new hud? similar to how battlefield games show your squadmates.
i definitely like this idea, as friends are already grouping together in this game very often!<!--QuoteEnd--></div><!--QuoteEEnd-->
+1000!
Battlefield does a decent job managing this with squads -- when you join a game a friend is in, you can automatically be placed in their squad. Also, it would be great to have a squad system in general like in Battlefield or Nuclear Dawn. As comm it's too awkward to manually select marines to give orders now, and control groups aren't a good way to deal because players drop and join all the time. The current alternative is to give a single order to the entire team, which typically doesn't make for good tactics. I love the way the waypoints look and feel in the game now, we just need to make them easier for comms to use. Sorry to somewhat hijack the thread.
Comments
Definitely agree with this, commander should be able to see what power node powers what room and to what range. (Really frustrating to build accidentally out of power node range etc)
Please fix the % health circles around the marines, for the marine commanders view. It will say he is 100/100 but the graphical ring is in the yellow 3/4th hp range. It's annoying as a commander. - -;
Also, is it just me or did they change the marine ESP so that it no longer shows approaching skulks on the minimap like it used to? (without a marine or orbs spotting them)<!--QuoteEnd--></div><!--QuoteEEnd-->
It still shows aliens when they are in LoS, but they are now arrows (not a fan of just arrows), I prefer the lifeform icons so you can actually asses the threat. The main map still shows those so I guess threat assessment across the map is still good...
^ Oh yes, This!
I think of a shiny blue plane in the shape of the powered area, only visible for the com when placing a building.
Yeah, the new minimap icons won't give the same scare as seeing a fade or onos minimap icon approaching me from behind.
I'm not saying it should be true to form but stylistically it makes sense. Most people have a lot of experience and personal preference with what a super functional fps hud should be ideally but personally I hope that isn't the dirction NS2 is going to go, for that I can play quake or counter strike.
Kind of like at the end of an sci-fi action flick when the main character and the antagonist take out their ear pieces to go nuts on each other and they beat on each other for an extended 5 minute action scene.
And compared to the previous HUD the new one is more modern, in keeping with the style of other games. Whether that's good or bad, it doesn't look dated like the last HUD did.
Kind of like at the end of an sci-fi action flick when the main character and the antagonist take out their ear pieces to go nuts on each other and they beat on each other for an extended 5 minute action scene.<!--QuoteEnd--></div><!--QuoteEEnd-->
Too much customisation is a bad thing
I'd kill for a QL style hud though :)
The HUD for both sides needs to be clear but not intrusive and like someone stated earlier, "less is more" I often wonder how half this stuff gets past the play-testers really. Are they just to afraid to criticise the game and UW's decisions in any way or something?
Still not as bad as the marine jump spam, which is out of control now, though by a long way.
<!--quoteo(post=1915765:date=Mar 21 2012, 06:05 AM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Mar 21 2012, 06:05 AM) <a href="index.php?act=findpost&pid=1915765"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a suggestion, but it would be cool if the hud had depth and was slanted on the sides to make it seem like it was being projected onto the marines visor.
Like that<!--QuoteEnd--></div><!--QuoteEEnd-->
We'd still like to do the slanting effect on the HUD, but its not a priority, so probably won't make it for 1.0
<!--quoteo(post=1915789:date=Mar 21 2012, 07:46 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Mar 21 2012, 07:46 AM) <a href="index.php?act=findpost&pid=1915789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didnt see it mentioned, are the health/armour updates instant? Or still delayed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes.
<!--quoteo(post=1915819:date=Mar 21 2012, 09:57 AM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Mar 21 2012, 09:57 AM) <a href="index.php?act=findpost&pid=1915819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->please remove that most annoying message "You Are Dead!".
Better will be the countdown to re-spawn / or message about queue when you will be in b.field again instead of give that negative information to the players.<!--QuoteEnd--></div><!--QuoteEEnd-->
The You Are Dead was placeholder text, but we are removing that stuff entirely anyway, including the blood splat symbol. And you will get the countdown to re spawn timer and all that stuff, as it switches to a special spectator screen mode, after the death stuff is done.
<!--quoteo(post=1915847:date=Mar 21 2012, 11:26 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Mar 21 2012, 11:26 AM) <a href="index.php?act=findpost&pid=1915847"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i hope they fix the rings, because marines can see alien ones O.o<!--QuoteEnd--></div><!--QuoteEEnd-->
This has been fixed.
<!--quoteo(post=1915922:date=Mar 21 2012, 03:16 PM:name=BJHBnade_spammer)--><div class='quotetop'>QUOTE (BJHBnade_spammer @ Mar 21 2012, 03:16 PM) <a href="index.php?act=findpost&pid=1915922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->soo so far what i get from people complaining is alien new hud is good except font on the health is too big or the circle needs to be bigger to fit it.<!--QuoteEnd--></div><!--QuoteEEnd-->
The Alien HUD was very unfinished in that PT, especially the issue with the numbers not scaling properly with the health rings. That overlapping is just due to the WIP of it.
<!--quoteo(post=1915926:date=Mar 21 2012, 03:32 PM:name=Ohnojojo)--><div class='quotetop'>QUOTE (Ohnojojo @ Mar 21 2012, 03:32 PM) <a href="index.php?act=findpost&pid=1915926"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->banner for power nodes being destroyed should be less intrusive (smaller banner? placement of banner?)<!--QuoteEnd--></div><!--QuoteEEnd-->
We are moving the banners up more to not be as close to the crosshairs.
--Cory
thanks!
p.s. what are the requirements to seeing those hp armor rings? distance? degree within crosshairs? just dont want them popping up distractedly during a fight
To the right of your pres amount, there's the total amount of Extractors indicated with the dots.
To the left of your pres amount, there's another dot that's only there to indicate the resource income flow.
I kept wondering to myself, up to the point where I saw a new game start where there's only ONE Extractor, if that dot on the left meant you had <i>two</i> Extractors, or just one.
The You Are Dead was placeholder text, but we are removing that stuff entirely anyway, including the blood splat symbol. And you will get the countdown to re spawn timer and all that stuff, as it switches to a special spectator screen mode, after the death stuff is done.
...
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->Thank you very much (really very much)!!! I'll kiss you .. as I'm happy!
Would be cool if somebody would do that, honourable kouji-san other playtesters or devs! :)
Would be cool if somebody would do that, honourable kouji-san other playtesters or devs! :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll ask if I'm allowed, it has changed a bit with new unseen stuffs :P
Please change it back, I´m begging you.
<i><b>Trust your feelings.</b></i>
To the right of your pres amount, there's the total amount of Extractors indicated with the dots.
To the left of your pres amount, there's another dot that's only there to indicate the resource income flow.
I kept wondering to myself, up to the point where I saw a new game start where there's only ONE Extractor, if that dot on the left meant you had <i>two</i> Extractors, or just one.<!--QuoteEnd--></div><!--QuoteEEnd-->
Here's a clearer shot of that HUD element, and also showing a slight reworking of the design then was shown in the PT. The number of Extractors are shown as dots running along the bottom, and will go up to whatever number of Extractors your team has. The dot to the left of the res numbers is actually not just a dot, as you can see more clearly in this image, and it is just the icon for resources.
--Cory
[attachment=36072:Resources.jpg]
But that's a much better position seen in the image you uploaded.
I played with a friend quite extensively two builds back, but finding each other is slightly hard since there's no way to see a chosen player on the map.
Do you think that's something that could be done? I played NS1 this way too with a friend and we had a blast, but I would be even happier if the game supported friends playing together. Maybe hook it up with Steam somehow so friends are displayed differently on hivesight/map/name colour.
"Unite the world through play", right? :p
similar to how battlefield games show your squadmates.
i definitely like this idea, as friends are already grouping together in this game very often!
similar to how battlefield games show your squadmates.
i definitely like this idea, as friends are already grouping together in this game very often!<!--QuoteEnd--></div><!--QuoteEEnd-->
+1000!
Battlefield does a decent job managing this with squads -- when you join a game a friend is in, you can automatically be placed in their squad. Also, it would be great to have a squad system in general like in Battlefield or Nuclear Dawn. As comm it's too awkward to manually select marines to give orders now, and control groups aren't a good way to deal because players drop and join all the time. The current alternative is to give a single order to the entire team, which typically doesn't make for good tactics. I love the way the waypoints look and feel in the game now, we just need to make them easier for comms to use. Sorry to somewhat hijack the thread.
It is also slightly too large.
Agreed, the current minimap looks way cleaner. infact I prefer the whole current UI.. :(