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HUD Feedback for Overwatch


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#1 Pattom

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Posted 26 July 2010 - 10:14 PM

So, I finally got around to drawing up a big list of ideas on how feedback can be provided to the Overwatch player on how well he/she is playing. My most exposure to the RTS genre is through World in Conflict, so that's been my main inspiration in thinking through all of this; I'm pretty sure I'm on the record as having said Overwatch reminds me a great deal of WiC, and I still hold that opinion after playing several rounds of the beta, though I'm sure there are other games with lessons worth drawing on. What surprised me was just how sparse the Overwatch's HUD display was, but that only means there's plenty of room to move forward, so here are a few different ideas on how to carry across information to the player as a game progresses.

  • Audio Cues
    One of the clever things WiC did was to give slight personality to the units at your disposal. For example, infantry units told to run across an open field would sound anxious as they complied ("You heard the man, let's move!"), while helicopters' pilots would casually inform you that they had taken out yet another tank ("Scratch one more piece of enemy armor.") This would even crop up in your use of "tactical aid," powers in the form of various air strikes, artillery barrages, and airdropped units: you would hear cheers when they killed enemy units ("Ha! Enemy hostiles destroyed!"), angry shouting when your own units were hit ("Watch it, there are friendlies down there!"), and confusion if nothing was in the area of effect ("Uh, who's giving us these coordinates?").

    Now, I don't know if "personality" is exactly what the Overwatch needs from his/her units, but those status updates would be very welcome. There are already a large number of audio clips in HL2's files, so drawing on both Combine soldiers' lines and those from the automated Overwatch voice could easily be used for certain game events: a squad is moving towards an objective ("All units, apply forward pressure."), rebels are within firing range ("Be advised, accomplices operating in area."), a squad is wiped out ("Outbreak, outbreak, outbreak!"), or a unit is idle ("Overwatch, standing by.") That gets the player's attention by keeping him up to date on instantaneous changes in the game, and it provides a slight factor of intimidation for the rebel players: things no longer just seem to happen as Combine rush them, but it instead appears that there is a grand overarching plan going on behind the scenes.

    Besides that, I think some manner of noise should be made when the timer for a spawn point, environmental trap, or special unit trap reaches zero. I found a lot of the time that I had to zip back and forth between monitoring the rebels' locations and the various spawn points to make sure I had some way of countering them. It would relieve a little stress from the Overwatch if there was a notice when a spawn point is reset, and I feel like using the dispatcher's voice for this would be appropriate.

  • Visual Indicators
    Both HUD icons and specific visual effects could help direct the Overwatch's attention to where its most needed. This is the biggest factor behind my desire for an alert when spawn points can be reused: the Overwatch has to keep his/her eye on several parts of the map, both planning ahead for where the rebels will be, keeping track of where they are currently, and spawning and directing units behind the scenes. Audio was the primary method WiC used in relaying info to players, so I don't have as many ideas to draw from there, but there are certain cues common to RTS games in general that would help. A small picture of a Combine soldier on the side of the screen could notify you that a new squad has left the spawn area; a black-and-white picture of a rebel could indicate that one of them has been successfully killed, while one in color could show that one has been revived; a lambda symbol could show that rebels have managed to complete an objective; and perhaps the Combine claw symbol could also be used to represent that a spawn point or trap is ready to be used again. Simple ways like that could go a long way in helping the Overwatch decide what events in the game are worth the most attention and respond accordingly.

    The one idea I can draw from World in Conflict relates to the objectives menu. In WiC, there is a long bar at the top of your screen with the flags of the two factions. Each flag takes up exactly half the bar at a game's start, but as one faction begins killing more enemy units and gaining more territory, that faction's flag will expand towards the opposite end. This serves as a general indicator for all players on how well they're doing, with a team that is taking dramatic losses swarming control points in order to stabilize their flag's progress. For the Overwatch player, I'm thinking that a slightly similar idea can be employed: on the objective menu, every objective has a progress bar beneath it to show just how close the rebels are to victory, but ONLY the Overwatch can see this (the rebels typically have numbers and the advantage of being able to choose where to attack on their side, so I think it's less important that they have this). That provides either a sense of confidence, as the rebels are held back and the bars remain low, or panic, as traps fail and each bar shoots up; either way, it can be used as an objective measure on how effective one's plans are.

    Also, it occurs to me that some notification when an objective is being captured would be useful, too. The dispatcher's voice would be helpful, but I think a serious alarm that uses visual effects would be welcome, too. Perhaps a klaxon with flashing red lights around the objective to draw attention to it. The Overwatch is alerted to hostile interference, and it suddenly surprises the rebels by showing them it's very obvious to unfriendly Combine what they're doing.

    Finally, a small window providing more information on a selected unit would be very helpful. When a shotgun squad and SMG squad stand next to each other, it's nearly impossible to tell which is which without zooming far in. When the player hovers his mouse over a unit, it would be good to have a small window pop up. I'm thinking it should display the unit's current health, weapon, and the number of remaining units in its squad (with the option to select all of said units). This way, you can prioritize which units to send out first at players, keeping heavily damaged units alive somewhat longer by allowing them to attack at range while newer squads close in.

Er. This is considerably more text than I set out to post, but I figure every little bit will help inspire some kind of new idea. Does anybody else have some recommendations or suggestions in this regard?

#2 AndY

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Posted 27 July 2010 - 10:14 AM

Great post. I'd like to hear what others think, as we'd like to implement audio/visual cues for the Overwatch as soon as possible.

#3 Pattom

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Posted 28 July 2010 - 08:54 PM

I just read through Development Report II, and I'm very excited about the status rings. Those are a clever way of condensing basic info about units without making it harder to read. Still, I'm now taken with the idea of being able to select all units of the same type; perhaps one of the rings around those units will rotate clockwise? And the HUD is a good addition towards making the Overwatch feel more involved, its more detached from the moment-to-moment course of the game than either the rebels or NPC units. Adding a few voice commands to your units would also help, though: just a little Combine sound effect when they are selected or receive an order.

#4 Halsh

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Posted 31 July 2010 - 08:08 PM

Wow, that was well worth the read.

In addition to the pop-ups, I'm a fan for them to be clickable to then move me to where ever it occured; e.g. spawn is ready to be used, I can either spawn them in from where I am or I can click the popup and warp to the spawn point, or toggle between the ones that're available and spawn them manually by clicking the buttons. Also, if there is remote spawning, I'd like if they're either auto-selected or rally points can be set so they can move to a designated area without me ordering them every time. On the topic of spawns, could we have an auto-repeat option? ... What can I say, I'm lazy and dislike having to constantly press the same button every 10 seconds (can't remember the exact spawn times :( ).

If there is to be audio that the Resistance side can hear I'd like to be able to toggle silence for troops. With silence, they wouldn't use any audio feedback, allowing you to ambush somewhat more effectively, but also allows them to be picked off without your knowledge due to them operating under radio silence.

#5 PixilatedPunk

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Posted 31 July 2010 - 10:44 PM

View PostHalsh, on 31 July 2010 - 08:08 PM, said:

If there is to be audio that the Resistance side can hear I'd like to be able to toggle silence for troops. With silence, they wouldn't use any audio feedback, allowing you to ambush somewhat more effectively, but also allows them to be picked off without your knowledge due to them operating under radio silence.

I like this idea.

#6 warbrand2

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Posted 31 July 2010 - 11:19 PM

sounds cool.

#7 A1win

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Posted 01 August 2010 - 02:41 AM

To not make it too complex, maybe you'd be able to toggle radio silence for all your troops at once instead of per individual unit? That way it wouldn't get too confusing.

There are big plans for the spawn system, which will include a rally point among other things to make them smoother to use.

#8 Firespray

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Posted 01 August 2010 - 07:57 PM

This sounds really cool.

#9 A1win

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Posted 02 August 2010 - 04:43 AM

Though, then the problem would be that you'd need to always use radio silence if you wanted to be the most efficient in playing the Overwatch. It'd be a choice between getting an advantage over the players and losing part of your control scheme, which doesn't sound that good anymore. I'm thinking the units should just use less voice messages than they currently do, and play important sounds only to the GM from his UI instead of as a hearable sounds to the Resistance from the units.

#10 Pattom

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Posted 02 August 2010 - 08:53 PM

View PostA1win, on 02 August 2010 - 04:43 AM, said:

Though, then the problem would be that you'd need to always use radio silence if you wanted to be the most efficient in playing the Overwatch. It'd be a choice between getting an advantage over the players and losing part of your control scheme, which doesn't sound that good anymore. I'm thinking the units should just use less voice messages than they currently do, and play important sounds only to the GM from his UI instead of as a hearable sounds to the Resistance from the units.

Yes, my thoughts exactly. Most voice lines from the Combine units ought to be audible by the Overwatch only, preferably run through as a HUD element. A few of them can be heard by the rebels, but not enough to tip them off to the kind of plans being formulated. Just the generic lines you'd expect them to shout while in combat: "Hostiles spotted! Get down! *dying gurgle*!"

#11 Quenquent

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Posted 21 November 2010 - 10:16 AM

This look like a good idea, and I got a small improvement : for example, when an unit is under attack, he say "I'm under attack!" and he have a red "!" under his head. The Overwatch can see this "!" from everywhere on the map with an arrow to guide him. We can do that for every reactions and the possibility to enable/disable it from the option menu.

#12 AndY

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Posted 21 November 2010 - 10:53 AM

View PostQuenquent, on 21 November 2010 - 10:16 AM, said:

This look like a good idea, and I got a small improvement : for example, when an unit is under attack, he say "I'm under attack!" and he have a red "!" under his head. The Overwatch can see this "!" from everywhere on the map with an arrow to guide him. We can do that for every reactions and the possibility to enable/disable it from the option menu.
The HUD might get a bit too cluttered that way. The better option would be to show the ! on the minimap, since that gives you an overview of the entire level at a glance. You can then click on the position on the minimap to centre your view above the event.

#13 Wutoholik

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Posted 01 December 2010 - 09:01 PM

View PostHalsh, on 31 July 2010 - 08:08 PM, said:

Wow, that was well worth the read.

In addition to the pop-ups, I'm a fan for them to be clickable to then move me to where ever it occured; e.g. spawn is ready to be used, I can either spawn them in from where I am or I can click the popup and warp to the spawn point, or toggle between the ones that're available and spawn them manually by clicking the buttons. Also, if there is remote spawning, I'd like if they're either auto-selected or rally points can be set so they can move to a designated area without me ordering them every time. On the topic of spawns, could we have an auto-repeat option? ... What can I say, I'm lazy and dislike having to constantly press the same button every 10 seconds (can't remember the exact spawn times :( ).

If there is to be audio that the Resistance side can hear I'd like to be able to toggle silence for troops. With silence, they wouldn't use any audio feedback, allowing you to ambush somewhat more effectively, but also allows them to be picked off without your knowledge due to them operating under radio silence.

want to add something to this post :

1. I want to suggest not only make the pop-ups clickable , but also make that you can jump by pressing an certain key ( like " spacebar " ) to the point the message refer
2. To toggle between spawn points ( perhaps by hitting the tabulator ) is very usefull i think; but when you do this than we need also a key to spawn the units without having to move the mouse ( so you can use the mouse for setting an rally point, that would give the overwatch a faster control over his reinforcements)
3. another idea is to add control-groups so you don't always have to draw the box to select units; with that the overwatch has a better control of his units

at this time playing the role of the overwatch makes fun, but with this things it would be more efficient and makes more fun; it's anoying always to move your mouse to give commands ; when somebody now say that the overwatch will have to many shortcuts and all, i say look at other rts game - all of them you only play with shortcuts , e,g in sc2 i am only using my mouse for movement-commands and make all my units management and base-control with shortcuts without using my mouse

Mfg Wutoholik

#14 Jgoodroad

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Posted 01 December 2010 - 10:24 PM

I would like to occasionally hear my soilders respond to my orders... even if it's a simple stock quote.

#15 AndY

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Posted 02 December 2010 - 03:53 AM

View PostWutoholik, on 01 December 2010 - 09:01 PM, said:

3. another idea is to add control-groups so you don't always have to draw the box to select units; with that the overwatch has a better control of his units
Already possible. Just hold your crouch key and select a number (0-9) to group units. Hit the number to select the group, hit it twice to centre your view above the group. :)

#16 Wutoholik

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Posted 02 December 2010 - 07:36 AM

View PostAndY, on 02 December 2010 - 03:53 AM, said:

Already possible. Just hold your crouch key and select a number (0-9) to group units. Hit the number to select the group, hit it twice to centre your view above the group. :)

okay, thx;
perhaps add than an icon or something like that , that u see how many units are in the group, bound to which key and something like that

Mfg Wutoholik





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