KineticPoet
Veteran X
Each team has one sensor. If your sensor is active, all enemies show up on your radar and all enemies have indicators over their heads. If your sensor is inactive, no enemies show up on your radar and no enemies have indicators over their heads; however, all friendlies will still show up in your radar.
This is a simplification in some respects but a complication in others. It's a simplification because it's easy and intuitive to understand. Your single sensor is either on or off. If your sensor is off, your radar will have a slight static overlay to communicate that fact to you.
It's a complication because suddenly your sensor becomes extremely and obviously important, much like your generator. It becomes another secondary objective that you can attack and defend strategically.
Much like the generator, mapmakers have flexibility when placing each team's sensor. They can place the sensors in exposed areas. They can place the sensors in protected areas. They can place the sensors off the map so that everyone can always see their enemies on the radar. Or they could not place any sensors at all, so that nobody can ever see their enemies on the radar. This can differ from game type to game type. For example, Arena probably wouldn't use any sensors.
Now the flag indicator. Currently it's always on, regardless of the state of your sensor. I agree this removes intelligence from capping and chasing, but the current implementation is just a simple one. We're discussing improving it so that if your sensor is destroyed and an enemy has your flag, you won't see a flag icon. This will give more incentive to destroy the enemy sensor (and perhaps keep it destroyed) in order to aid your flag cappers. If your enemies don't have an active sensor, they'll need to track your flag cappers using their raw awareness and intuition (which is an aspect of T1 that I adore).
You can cycle the resolution of your radar by pressing a key, allowing you to customize how much you see depending on what you're doing.
T:V still has a command screen. It's a large square version of your radar. You press and hold 'C' to view it. It doesn't take up the whole screen and it's slightly transparent. It also summarizes the current map and game type objectives on the right-hand side. All information on your command screen mirrors what you see on your radar.
The same screen is used when respawning. If you have multiple spawn areas from which to select, this is where you select where you want to respawn. Spawn selection doesn't slow down the game...T:V CTF still has a 2 second respawn time (same as in previous Tribes games).
There is currently no manual waypointing. Multiple primary objectives automatically stick to the edge of your radar and will display a range in metres so that you have some idea where they are at a glance. Important objects like your generator and deployed inventory stations are automatically marked on your radar and command screen. When your generator goes down, its icon (a lightning bolt) flashes, much like in Sim City.
That's about all I can think of for now,
KP
This is a simplification in some respects but a complication in others. It's a simplification because it's easy and intuitive to understand. Your single sensor is either on or off. If your sensor is off, your radar will have a slight static overlay to communicate that fact to you.
It's a complication because suddenly your sensor becomes extremely and obviously important, much like your generator. It becomes another secondary objective that you can attack and defend strategically.
Much like the generator, mapmakers have flexibility when placing each team's sensor. They can place the sensors in exposed areas. They can place the sensors in protected areas. They can place the sensors off the map so that everyone can always see their enemies on the radar. Or they could not place any sensors at all, so that nobody can ever see their enemies on the radar. This can differ from game type to game type. For example, Arena probably wouldn't use any sensors.
Now the flag indicator. Currently it's always on, regardless of the state of your sensor. I agree this removes intelligence from capping and chasing, but the current implementation is just a simple one. We're discussing improving it so that if your sensor is destroyed and an enemy has your flag, you won't see a flag icon. This will give more incentive to destroy the enemy sensor (and perhaps keep it destroyed) in order to aid your flag cappers. If your enemies don't have an active sensor, they'll need to track your flag cappers using their raw awareness and intuition (which is an aspect of T1 that I adore).
You can cycle the resolution of your radar by pressing a key, allowing you to customize how much you see depending on what you're doing.
T:V still has a command screen. It's a large square version of your radar. You press and hold 'C' to view it. It doesn't take up the whole screen and it's slightly transparent. It also summarizes the current map and game type objectives on the right-hand side. All information on your command screen mirrors what you see on your radar.
The same screen is used when respawning. If you have multiple spawn areas from which to select, this is where you select where you want to respawn. Spawn selection doesn't slow down the game...T:V CTF still has a 2 second respawn time (same as in previous Tribes games).
There is currently no manual waypointing. Multiple primary objectives automatically stick to the edge of your radar and will display a range in metres so that you have some idea where they are at a glance. Important objects like your generator and deployed inventory stations are automatically marked on your radar and command screen. When your generator goes down, its icon (a lightning bolt) flashes, much like in Sim City.
That's about all I can think of for now,
KP