Another thing that began bouncing around in my head, when I hit the bed, after coming home from my sixth night-shift in a row.
It began by me not being able to recall and wondering if thumpers had any visual cues on them, for the status of their health and how far the resource extraction was, besides both those floating stats above the thumper and on the player's HUD. Like, a red glowing bar on the side of the thumper turning slowly green or vice-versa for HP or for the progress of the thumping. Not that it would need such a thing, as the augmented reality the player character sees things through is the only visual-aid that is needed. And not only should it be over-used and abused, but there could be an entire skill or tech-tree based around it (same with gliding and jet-packing), using side-grade progression.
I don't how many people have actually used (or are using) the SIN-targeting function in FireFall, but I use it often. The perks based around it (auto-targeting attackers that hit the player, or adding them to the tracking when the player attacks them and even seeing them through walls) feel like a waste of perk bandwidth, however. But, I do often press the corresponding key I mapped to the SIN-targeting, to quickly spot remaining enemies that would otherwise be difficult to see, especially when it's dark or they're behind a melding curtain or spawn behind that black wall that is used for caves and doors.
Another thing I really liked about Firefall (and after playing TERA, I can see it's something, at least, a few MMOs share) is the way the HUD could be customized from the position of its elements to their size and color.
In Ember, one could unlock certain passive abilities that can expand not only the HUD, but the way it functions, especially in regards to targeting. One could enable themselves to track one or multiple targets, eventually even through solid objects. Show their weak-spots. Their elemental weaknesses or whatever damage type they'd be more or less resistant to. The distance they're at. Status effects. Alertness. Level of aggressiveness, whether they're hostile by default or docile. And, as another poster already suggested, since this network could be shared intelligence, it could be possible that if only a single player within a group had the ability, then staying near enough to every member, they could relay the information to the HUD of others. Maybe they'd need a node in their skill-tree to enable this connection or some other prerequisite all members of the group would have to meet to benefit from it.
It began by me not being able to recall and wondering if thumpers had any visual cues on them, for the status of their health and how far the resource extraction was, besides both those floating stats above the thumper and on the player's HUD. Like, a red glowing bar on the side of the thumper turning slowly green or vice-versa for HP or for the progress of the thumping. Not that it would need such a thing, as the augmented reality the player character sees things through is the only visual-aid that is needed. And not only should it be over-used and abused, but there could be an entire skill or tech-tree based around it (same with gliding and jet-packing), using side-grade progression.
I don't how many people have actually used (or are using) the SIN-targeting function in FireFall, but I use it often. The perks based around it (auto-targeting attackers that hit the player, or adding them to the tracking when the player attacks them and even seeing them through walls) feel like a waste of perk bandwidth, however. But, I do often press the corresponding key I mapped to the SIN-targeting, to quickly spot remaining enemies that would otherwise be difficult to see, especially when it's dark or they're behind a melding curtain or spawn behind that black wall that is used for caves and doors.
Another thing I really liked about Firefall (and after playing TERA, I can see it's something, at least, a few MMOs share) is the way the HUD could be customized from the position of its elements to their size and color.
In Ember, one could unlock certain passive abilities that can expand not only the HUD, but the way it functions, especially in regards to targeting. One could enable themselves to track one or multiple targets, eventually even through solid objects. Show their weak-spots. Their elemental weaknesses or whatever damage type they'd be more or less resistant to. The distance they're at. Status effects. Alertness. Level of aggressiveness, whether they're hostile by default or docile. And, as another poster already suggested, since this network could be shared intelligence, it could be possible that if only a single player within a group had the ability, then staying near enough to every member, they could relay the information to the HUD of others. Maybe they'd need a node in their skill-tree to enable this connection or some other prerequisite all members of the group would have to meet to benefit from it.
Likes:
Daynen and OziriusSVK