KineticPoet said:
Have you ever had the lovely task of hunting down and destroying numerous deployed enemy sensors in T1, especially if that's the only thing that someone on the enemy team is doing? It's frustrating, in my opinion. I don't mind finding and destroying enemy turrets because they tend to be placed near the action, and I don't mind finding and destroying an occasional deployed sensor. But numerous deployed sensors distributed widely across the entire map...I just never had much fun flying around looking for them. Did you? Is there something I'm missing?
KP
I really hope you're not trying to make T:V like Tribes 1. In T2 the CC plainly showed the enemy assets and a simple right click gave you the option of assigning a task to attack it, giving you a nice waypoint. It is a lot less frustrating than trying to find a flag on the back of a player when you have no idea where he is, and everyone on his team is trying to keep you from him.
I can understand the complaint T1 players have over T2's flag icon and the ability to snipe a carrier across the map that you can't even see. So far I wholeheartedly endorse the circular direction indicator, but I DO NOT want to see its operation tied to sensor status.
How about a comprimise? Just figure the flag is "bugged" so both teams always know where they
may be located via the circular indicator. Kind of like
LoJack.
The main sensor is actually a satellite uplink. The uplink handles communications between players and the sensor network. When it is down, radar will only display players in LOS and NOTHING is displayed on the CC. Friend/Foe indicators won't be visible or shown to teammates unless the targets are in deployable sensor radius, and without the uplink chasers won't show a friendly indicator unless teammates are in line of sight.
The NavHud won't have a visible indicator for the flag UNLESS the carrier is close enough to the player to display the name/health indicator. If you can't SEE the carrier, you won't know who has the flag. An icon wouldn't even be needed if particle effects or a T2 glow was used.
That way you wouldn't have any sniping across the map and you wouldn't know exactly where the flag was, just what direction it is in.
PLEASE, whatever you use, DON'T make the flag indicator sensor dependent. It takes attention away from the objective (the FLAG) and places it on static assets, encouraging raping over capping. It just means yet ANOTHER thing that has to be defended by a bored player in a match, or constantly repaired (or ignored) by some poor unfortunate bastard on a pub.