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Most of this has been to get the same level of functionality, albeit probably a very different approach. I don't actually know how PotC selects targets when you press "fire", but that auto-targeting has always been a great feature.You are vastly outdoing the original PotC, by the sounds of it!
It just picks the closest target on the assumption that it's easier to hit than one further away, especially if the closer ship is blocking your line of fire.What happens if a given gun has multiple potential targets in range?
Can you choose a preference, or just pick the closest or "first come, first serve"?
Those are the two options I had in mind, as they're probably the most natural evolution of the current HUD. I will have to experiment to see which one looks right.I love that this allows for the proper calibers to be used for each gundeck. I reckon the current UI system could still be used, with two possible variations:
The bars extend the full length up and down, as they do now, but the lowest deck is closest to the compass and additional decks are represented by additional bars added to the UI moving outward. This displays the load status just as well, but could take up a fair amount of screen space at maximum (4x bars each side for first rates). The other obvious alternative I see would be break up the current single bar into portions according to the number of gundecks, with the lowest gundeck being the lowest segment of each bar. This has the advantage of taking up no more space than the traditional UI, but at maximum (4x pieces each side for first rates) it might be difficult at times to effectively tell the load status of each gundeck.
A different approach which allows different calibre cannons on the same ship.Most of this has been to get the same level of functionality, albeit probably a very different approach.
Agreed. It makes sense too; as a role player, you cannot be expected to fulfil the role of every crewmember on the ship at the same time anyway.I don't actually know how PotC selects targets when you press "fire", but that auto-targeting has always been a great feature.
Makes sense.It just picks the closest target on the assumption that it's easier to hit than one further away, especially if the closer ship is blocking your line of fire.
Possibly like we do in Tides of War. Each box has a 'completion' ratio showing how many of the remaining guns are loaded. The color of the box also denotes the temp of the guns as a battery (guns can overheat and explode). The shot type of each battery is selectable by clicking the icon. Only batteries available to that ship will show on the UI.It may look awkward on a very large ship, but it may be possible to represent single gun as one rectangle, dividing them by decks.
At least it will be informative
We can limit the number of real-time lights in a scene, or bake the lighting and switch the lightmaps between day and night.So... Any thoughts on how to reduce the impact of that?
On short term, probably won't happen. But eventually, I don't see why not.it would be great if was possible down the line to use lighting as a game mechanic, like turning your lights off to throw a pursuing enemy off your track or approaching an enemy without being seen.