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Author Topic: Crosshair  (Read 16697 times)

JohnChronic

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Crosshair
« on: September 02, 2009, 01:44:19 PM »
Just something I've been pondering that I'm posting here (No steam or MSN on my PC yet, I'll explain later).

I'm assuming that we're using a dynamic crosshair, as seen in Stalker or COD4, but this is a mistake as those games don't really have the best idea for how to do a crosshair. Think about it for a second, what does the crosshair on the screen represent? It represents the spread of your bullets, larger crosshair representing a wider spread. With a traditional dynamic crosshair, the crosshair actively changes size depending on what you're doing, running, jumping, walking, prone, etc. I assume this relates to the stability of the weapon. But a traditional dynamic crosshair doesn't take distance into account, which it should. I propose that the crosshair doesn't only change size with weapon stability but also with distance to the target. It seems so obvious that it should. Since the spread of the bullets is a can be represented as a cone then it makes sense that the spread would be wider the farther away a target is and the on-screen crosshair should accommodate this.

Yeah, I'm a bit high right now so if that's at all incoherent...

e/ In summary:
« Last Edit: September 02, 2009, 01:50:57 PM by John »
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SPRKH

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Re: Crosshair
« Reply #1 on: September 02, 2009, 02:04:36 PM »
Crosshair shows you what you are aiming at, and gives an indication of what the approximate spread of the rounds would be, which is also a function of distance. Having a crosshair on your screen which would constantly drasitcally change in size would be really fucking annoying.
« Last Edit: September 02, 2009, 02:06:07 PM by Sporkeh »

Burd!

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Re: Crosshair
« Reply #2 on: September 02, 2009, 06:15:03 PM »
John's descriptions reminds me alot of The Specialist's Xhair, where the distance, angle and dynamic parts of the crosshair are all together in one unique design. Sounds like a good idea, and does work having played TS, however I'd take it you wanted your own original style?

What concepts of the crosshair did you have? I'm interested in what you have in mind.

JohnChronic

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Re: Crosshair
« Reply #3 on: September 02, 2009, 06:28:11 PM »
Well as Sporkeh stated, having something too noticeable would be annoying as hell, so personally I'd propose an inner crosshair that was very noticeable and wasn't dynamic. And then possibly some kind of outer crosshair that contains the inner one but would expand to indicate the spread. I'll make a mockup, even though I wanted to know if it could be coded, as the actual GUI part would be easy to make.

e/ In this mockup, the faint blue circle would dynamically change size according to distance, with maybe even a little distance indicator beside it. The health bars are just me dicking around. It's halo because it's the only game I had installed that would quickly let me disable the default HUD.
« Last Edit: September 02, 2009, 06:56:58 PM by John »
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Burd!

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Re: Crosshair
« Reply #4 on: September 02, 2009, 07:10:58 PM »
If it's that then I really don't know... that'd be pretty annoying especially when looking across the map or at the sky, since I'd assume the entire screen would be blue.

JohnChronic

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Re: Crosshair
« Reply #5 on: September 02, 2009, 07:15:07 PM »
Well to counter that I suppose it would have to be limited to only being able to go up to certain size.
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SPRKH

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Re: Crosshair
« Reply #6 on: September 03, 2009, 01:26:01 AM »
But what the fuck would be the point of having a crosshair which dynamically changes size according to distance? Crosshairs have been the same for decades and have always worked. Players are able to gauge distance perfectly fine by just looking at the shit. An indicator which becomes tiny at larger distances isn't much use anyway.

Greer

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Re: Crosshair
« Reply #7 on: September 03, 2009, 01:32:16 AM »
Why not just make it show distance in number like STALKER did?Its way easier and if game has "info" about guns(how far bullet will go, how powerfull it will be and etc)player will be able to know that longer distance-bigger spread himself.
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JohnChronic

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Re: Crosshair
« Reply #8 on: September 03, 2009, 06:25:25 AM »
But what the fuck would be the point of having a crosshair which dynamically changes size according to distance? Crosshairs have been the same for decades and have always worked. Players are able to gauge distance perfectly fine by just looking at the shit. An indicator which becomes tiny at larger distances isn't much use anyway.

Slow down there speed racer, I never said we had to, or we were going to. And if I did I didn't actually mean it. I'm just trowing around idea's here so don't get worked up okay? I think it would be an interesting idea, you don't. That's a difference in opinions so lets leave it at that.
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SPRKH

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Re: Crosshair
« Reply #9 on: September 03, 2009, 06:27:27 AM »
BUT





!

Greer

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Re: Crosshair
« Reply #10 on: September 03, 2009, 06:27:44 AM »
Its good idea it just needs polishing so it wont be useless/annoying.
"The healthy human mind doesn't wake up in the morning thinking this is its last day on Earth. But I think that's a luxury. Not a curse. To know you're close to the end is a kind of freedom. Good time to take...inventory."

toadie

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Re: Crosshair
« Reply #11 on: September 03, 2009, 08:46:42 AM »
If I may intervene just a second - as it currently stands, we have no intentions for a crosshair of any sort in For Hire. Reason being for this is we're encouraging people to use the sights on their gun as their main method of aiming rather than thing the contemporary FPS aiming to achieve the same result.
Fear not though, you'll be able to pick up an IR or visible spectrum LAM if you're really keen on aiming old-school, and something interesting  may or may not be done with the holosight (we'll see)

The ghost of Cliffmas FALs

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Re: Crosshair
« Reply #12 on: September 08, 2009, 01:35:09 AM »
Nah, I don't need my Eotech it's okay 'cos my eyes are like Eotechs already.

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toadie

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Re: Crosshair
« Reply #13 on: September 10, 2009, 03:46:36 AM »
Nah, I don't need my Eotech it's okay 'cos my eyes are like Eotechs already.

Goodtogo.
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The ghost of Cliffmas FALs

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Re: Crosshair
« Reply #14 on: September 10, 2009, 12:00:56 PM »
Slayin bodies with your primary tap-tap good to go?
Do you have two pairs of oakleys because you're so Highspeedlowdrag?

I'm highspeednodrag - all my rounds drop into the head all the time.
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I wish I got to meet nerds IRL
[10:01:59 AM] A.I. Khan: damn those are some fucking hot tits
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Gravewrecker

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Re: Crosshair
« Reply #15 on: September 18, 2009, 10:29:01 AM »
I hope I don't have a major thinking error going on, but here's my opinion.

It's okay as it is.

A similiar sized crosshair represents a bigger area of spread if the target area is farther away...

so why change it ?

Burd!

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Re: Crosshair
« Reply #16 on: September 18, 2009, 12:30:29 PM »
Well, they want to be unique/different. I don't see a problem with that.

Alex

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Re: Crosshair
« Reply #17 on: September 18, 2009, 12:50:42 PM »
Just to reiterate guys, there won't be a crosshair...

For reflex based aiming you can use a laserdot, or if you feel a bit pro, you can use the light from your guntorch :3

Trilkin

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Re: Crosshair
« Reply #18 on: December 18, 2009, 06:39:50 PM »
Just to reiterate guys, there won't be a crosshair...

For reflex based aiming you can use a laserdot, or if you feel a bit pro, you can use the light from your guntorch :3

Yes there would, assuming the player has bionic eyes...! Eh? Eh?

EDIT: Oh crap, I bumped.
« Last Edit: December 18, 2009, 06:42:11 PM by Trilkin »