Scanner Room HUD chip upgrade
ranmafan
Join Date: 2018-02-04 Member: 236837Members
Forwarding a suggestion by a member of the Steam community here:
http://steamcommunity.com/app/264710/discussions/3/1693788202024327816/
He makes a good point - a form of mouseover 'distance to target' similar to how beacons work would be invaluable in helping us figure out what resources are closest to us rather than travel 400m before realizing it's farther than you wanted.
The tradeoff to preserve performance (because UI overlays get painful) is that you get less hits on your HUD until you start gathering up some of the hits perhaps.
http://steamcommunity.com/app/264710/discussions/3/1693788202024327816/
He makes a good point - a form of mouseover 'distance to target' similar to how beacons work would be invaluable in helping us figure out what resources are closest to us rather than travel 400m before realizing it's farther than you wanted.
The tradeoff to preserve performance (because UI overlays get painful) is that you get less hits on your HUD until you start gathering up some of the hits perhaps.
Comments
That would fix the distance notion and the cluttering of several markers on the screen.
i like this idea, simple, elegant and won't clutter the UI with distances.
Deep [darker] - - - - - [lighter] Shallow
I did think of this, but the UI for the rest of the game does not follow this behaviour, which would make it inconsistent for UI/UX design. The current UI/UX does use mouseover numerical distances, so that would probably be more consistent.
BetterScannerBlips