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Add targeting support #18

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Morgul opened this issue Nov 5, 2014 · 6 comments
Open
3 tasks

Add targeting support #18

Morgul opened this issue Nov 5, 2014 · 6 comments

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@Morgul
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Morgul commented Nov 5, 2014

We need to add the ability to target other ships, for the purposes of making powers useful. This should include:

  • Left click on a ship to target it
  • Press r to target nearest hostile
  • Activating a power (with no target selected) sets your target to nearest player, and activates the power

References:

@Morgul Morgul added this to the v0.8.0 - Basic Gameplay milestone Nov 5, 2014
@lordnull
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lordnull commented Nov 5, 2014

Right click a ship in the world (the 3d model)? Isn't the usual interaction to select something in an MMO a left-click?

@ghost
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ghost commented Nov 5, 2014

I believe left-click is a standard fire key, right click is a standard secondary-fire key, and middle-click or 'R' or 'F' is a standard targeting key.
Some games have a setting to automatically target when firing.

@Morgul
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Morgul commented Nov 5, 2014

Depends on if you mean standard MMO controls, or standard Flightsim.

To the point, "I've seen it both ways", a quick check shows that yes, left click is a bit more common.

@lordnull
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lordnull commented Nov 5, 2014

I think this needs some looking into to determine if there actually is a 'standard' at all. In WoW and STO, targeting is done via left-click. The exception is if one is on the ground in STO in 'action' mode, where targeting is done via mouse-over, and fire is done by left-click/right-click.

The main question this brings up is if a target is required for the type of gameplay being designed. A flight-sim (a la descent) needs no target as the cross-hairs are the target. STO does need an explicit target since one is not always looking at the target they want to fire at.

So what gameplay is going to be needed, and which interface will facilitate that?

@Morgul
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Morgul commented Nov 6, 2014

While I appreciate the gameplay question, my intention for this issue is to build a system that can allow us to explore the concept of powers that have a target, and ones that don't. I'm not setting out to build The Final Targeting System (tm), I'm trying to get something put in place that can serve as a testbed.

I completely agree that we need to pick our method of targeting based on the gameplay being designed. This, really, is an attempt to put enough systems in place to answer your question:

So what gameplay is going to be needed, and which interface will facilitate that?

@Morgul Morgul added the ready label Mar 6, 2015
@Morgul
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Morgul commented Mar 6, 2015

This depends on #34.

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