1) I was initially confused why I could not call a THMPR down then I realized I was not near a scanned resource node. While I understand there is no reason to call a THMPR down without scanning a resource node, I can't help but feel like the restriction is unnecessary.
2) Scan Visual Effect:
+The Yellow expanding circle is neat
+The sound of the scan's punch is good
+The ping sound when a resource node is discovered is nice though it does feel a little cartoony
-The scan radius is too large. Part of the fun of scanning in Firefall was the hunting. I feel like players should have to track down nodes using triangulation or other strategies like Hot/Cold, Guess/Check. When players caught the scent of a node there was anticipation and added thrill in wondering how big the epicenter could be and what the payout would be.
-The scan results are uninspiring. Em8er is pre-pre-alpha and has proof-of-concept visuals but I hope that the current scan visuals evolve to resemble a sort of topographical representation. Firefall's scan hammer produced a colorful and visual topographic representation of the resource nodes. Players were able to follow the visual graph to hunt down the epicenter of the resource node. The biggest problem I had with Firefall's scan hammer visual was the visual obstructed terrain and it lingered too long. [example vid] All in all I believe Em8er's scan needs more visual representation of what is nearby and add a bit more color...pizzazz.
~ Can the scan visual and results be multiplayer please? Firefall was a bit tedious in that players had to individually scan the area to see the scan results. Of course keeping the scan results singleplayer encourages player to player communication however there's little value/bonding from this type of communication. Continually players won't always want to see the scan visual so perhaps only show multiplayer scan visuals when the player is in "scan mode".
2) Scan Visual Effect:
+The Yellow expanding circle is neat
+The sound of the scan's punch is good
+The ping sound when a resource node is discovered is nice though it does feel a little cartoony
-The scan radius is too large. Part of the fun of scanning in Firefall was the hunting. I feel like players should have to track down nodes using triangulation or other strategies like Hot/Cold, Guess/Check. When players caught the scent of a node there was anticipation and added thrill in wondering how big the epicenter could be and what the payout would be.
-The scan results are uninspiring. Em8er is pre-pre-alpha and has proof-of-concept visuals but I hope that the current scan visuals evolve to resemble a sort of topographical representation. Firefall's scan hammer produced a colorful and visual topographic representation of the resource nodes. Players were able to follow the visual graph to hunt down the epicenter of the resource node. The biggest problem I had with Firefall's scan hammer visual was the visual obstructed terrain and it lingered too long. [example vid] All in all I believe Em8er's scan needs more visual representation of what is nearby and add a bit more color...pizzazz.
~ Can the scan visual and results be multiplayer please? Firefall was a bit tedious in that players had to individually scan the area to see the scan results. Of course keeping the scan results singleplayer encourages player to player communication however there's little value/bonding from this type of communication. Continually players won't always want to see the scan visual so perhaps only show multiplayer scan visuals when the player is in "scan mode".