The crosshair is a very important piece of a player's HUD. It tells the player what they are aiming at, a necessary feature for a game like UT which has no sights or laser designators or other means of telling what one's shot will hit. Given fact.
Has it ever bothered you to see some new player try to use the wrong weapon for the job? Like trying to hit a guy across a wide midfield with a Flak Cannon. The goal of the Dynamic crosshair is to be a crosshair used to convey more than what you are aiming at, but to tell you what the gun is like, if it's a good idea to use that gun for that range, or to tell if that guy you are looking at is friendly.
First off, the dynamic crosshair would be used to tell the effective range of the equipped weapon. Simply put, if you are pointing at with the crosshair is within what is deemed "good range" to use the weapon, the crosshair will be brighter than while it's outside of the effective range. If the crosshair touches beyond the weapon's useful range (look at the skybox with a Bio Rifle, for example), the crosshair will darken, enough to be very distinctively different, yet not render it useless in dark areas. It tells the player in an easily understandable way, "Hey! Don't use me to kill that guy! It won't work!"
Second off, the dynamic crosshair would recognize the difference between enemy, ally, or neutral. If the crosshair changes color to green, it is telling the player, in an easily understandable way, "That's your buddy!" It will immediately reduce team firing, by telling players to not shoot. After all, lots of shooters have allies highlight the crosshair in green. Similarly, pointing the gun at an enemy will color it red. Another simple way of saying "He's a bad guy!" Finally, aiming at something neutral (vCTF neutral vehicles, most world geometry, or destroyables) will be a simple white color. After all, would it make sense to make people think that crate is a spy? Like before, the cross hair will darken beyond the weapon's effective range, to convey that weapon is not useful at this range.
I can already hear people yelling at me. But Captain Crit, the second part will make shock-tapping SOOO much easier! You want the Shock Rifle being OP!
I know that will be an issue. However, the ability to tell friend from foe will not work at long range. Doesn't matter if it's a Bio Rifle or Shock Rifle, the dynamic crosshair will not tell you if that Raptor in the distance is a friendly Raptor, or enemy. You need to shoot that guy to see that.
What do you think? Should this be in UT4? Is there any way to improve it? Or do you just want to say that all noob tools should not exist in UT? Let me know! If something seems wrong, it's open to improvement.
Has it ever bothered you to see some new player try to use the wrong weapon for the job? Like trying to hit a guy across a wide midfield with a Flak Cannon. The goal of the Dynamic crosshair is to be a crosshair used to convey more than what you are aiming at, but to tell you what the gun is like, if it's a good idea to use that gun for that range, or to tell if that guy you are looking at is friendly.
First off, the dynamic crosshair would be used to tell the effective range of the equipped weapon. Simply put, if you are pointing at with the crosshair is within what is deemed "good range" to use the weapon, the crosshair will be brighter than while it's outside of the effective range. If the crosshair touches beyond the weapon's useful range (look at the skybox with a Bio Rifle, for example), the crosshair will darken, enough to be very distinctively different, yet not render it useless in dark areas. It tells the player in an easily understandable way, "Hey! Don't use me to kill that guy! It won't work!"
Second off, the dynamic crosshair would recognize the difference between enemy, ally, or neutral. If the crosshair changes color to green, it is telling the player, in an easily understandable way, "That's your buddy!" It will immediately reduce team firing, by telling players to not shoot. After all, lots of shooters have allies highlight the crosshair in green. Similarly, pointing the gun at an enemy will color it red. Another simple way of saying "He's a bad guy!" Finally, aiming at something neutral (vCTF neutral vehicles, most world geometry, or destroyables) will be a simple white color. After all, would it make sense to make people think that crate is a spy? Like before, the cross hair will darken beyond the weapon's effective range, to convey that weapon is not useful at this range.
I can already hear people yelling at me. But Captain Crit, the second part will make shock-tapping SOOO much easier! You want the Shock Rifle being OP!
I know that will be an issue. However, the ability to tell friend from foe will not work at long range. Doesn't matter if it's a Bio Rifle or Shock Rifle, the dynamic crosshair will not tell you if that Raptor in the distance is a friendly Raptor, or enemy. You need to shoot that guy to see that.
What do you think? Should this be in UT4? Is there any way to improve it? Or do you just want to say that all noob tools should not exist in UT? Let me know! If something seems wrong, it's open to improvement.
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