New Respawn, Revive, and Medevac Interface ---------------
Sanctuary Spawn Timer: As normal,
when this timer runs out you recall to sanctuary
Choose Respawn location button: As
normal, click this to go to respawn map
Respawn Penalty Timer: When this
timer runs out, you have paid the penalty and can click on a respawn
point to spawn instantly. The time is at 40 seconds as an example.
Medics in area: This notifies you
if a "designated" Adv Medic is within 75m-100m or so,
whether they have their med-applicator out or not.
Revive and Medevac permissions: Allows
a player to select whether they wish to be revived on the spot,
medevaced to nearby Med Station, or remain untreatable by Medics.
Were a Med Station not available (within 400-500m), the option would
dim and be unselectable.
Carry permissions: Allows a player
to toggle the ability for Adv Medics to carry you to a safer location
for reviving or medevac.
FIGURE 1: Hayoo is killed and Respawn
Window opens. As usual a dead-body icon appears on the radar map
and a "Need Medic" icon appears above his body. This last
icon shows faintly through walls and floors so that Adv. Medics
can locate him easier. Were he to toggle "no revive/no medevac"
these locator icons would disappear.
FIGURE 2: Since he sees no Adv. Medics
in the area, Hayoo clicks Respawn to select spawn point. His body
does not vanish into a backpack at this point, instead it remains
until he finishes respawning or someone revives him. Now at the
map, Hayoo sees 2 Med Stations nearby but can't revive there without
an Adv. Medic or Medic Vehicle's help. He chooses the AMS south
of the base. He can choose to Cancel Respawn from this screen at
anytime and return to the body camera and sanctuary timer to wait
for a rez.
Fig. 1
Fig. 2
FIGURE 3: Upon choosing
his spawn point, Hayoo is sent back to his body camera and watches
both the penalty timer and respawn timer count down. By now he notices
2 Adv Medics are in the area. Hayoo decides to continue respawning
but leaves his Allow Revive toggle on just in case. Notice that
the Respawn Window shows his respawn point as "AMS, Oshur."
FIGURE 4: In mid Respawn
the AMS is destroyed! Hayoo is immediately sent back to the spawn
map to choose another location. Upon selection, his respawn timer
will continue where the old one left off, without having to start
it over. Hayoo chooses Hvar. It's pretty far out of the battle zone
but hopefully he can get a vehicle there. Hayoo notices the Med
Stations are still there, safely cloaked and undetected. If he can
get an Adv Medic's attention he can medevac to the Med Station and
get some more armor juice and ammo in relative safety.
Fig. 3
Fig. 4
FIGURE 5: Hayoo's respawn window now
shows "Hvar, Oshur" as his spawn point.
With 15 seconds left on the clock, Hayoo
notices that 3 Adv. Medics are now in the area. He selects the Medevac
toggle and selects the voice macro "We need a Medic!"
This makes Hayoo's map icon flash briefly. It also flashes his Need
Medic icon over his body. In the nearby Adv. Medic's chat window,
Hayoo's message shows as: Hayoo corpse (1st Level): "We need
a medic!" This lets the Medic know Hayoo's corpse is on Level
One of the base and desires a revive or medevac. A Medic sees Hayoo
and moves in his direction.
FIGURE 6: Hayoo decides to cancel
his respawn as he doesn't really want to go to Hvar. Since any new
AMSs the NC bring would deploy outside the SOI to access heavy equipment,
Hayoo would rather revive at the closer Med Station because he only
needs basic equipment anyway.
Fig. 5
Fig. 6
FIGURE 7: The Respawn Penalty is at
0 seconds. This means that if Hayoo decided to respawn anyway, he
could click "Respawn", select a location, and respawn
instantly without having to wait for a timer. Hayoo sits tight as
any moment the Adv. Medic will appear and Medevac him out of the
base to recover and rearm in safety.
Fig. 7
FIGURE 8: Revive, Respawn, and Medevac
Diagram
Here you can see the choices presented a
soldier with the availability of an Adv. Medic, Medic Vehicle, Med
Station, AMS, and Tower. Location is Itan, Cyssor.
Fig. 8
Notice the health/armor/stamina/implant
options available in the top right box.
The AMS is outside the enemy SOI to take
advantage of the Urban Outposts supply line, access to heavy equipment
(MA, HA, SA, AV, etc.).
A cloaked Med Station is in the woods to
the west of Itan. The emplacement regenerates health and stamina
for troops within it's bubble. It also doubles as a Medevac location
that players can remotely Revive to if they don't want to revive
where they died. Med Stations only have light-equipment terminals.
That is, they only provide standard ammo, medical equipment, and
repair equipment.
A Medic Vehicle is in the courtyard. When
at a full stop, this vehicle also emits a regenerative field. It
also automatically revives or medevacs (depending on the player's
toggle) any fallen soldiers within it's revive radius. Typically
the medics driving the vehicle can cruise around the courtyard,
momentarly stopping next to a dead player and revive them inside
the vehicle (if there's room) or revive and teleport them to the
nearest Med Station.
An Adv Medic is in the courtyard as well.
He can revive troops right there or medevac them to the Med Station,
depending on what the player has chosen.
Soldiers can decide to respawn at anytime before being revived or
medevaced. It's up to them depending on the situation.
If a player dies with no armor, they can
revive, medevac, or respawn with the maximum % armor listed in the
box.
FIGURE 9: Soldier being Revived. Notice
that "designated" Adv. Medics show up as green crosses
if their applicator is holstered, and flashing orange crosses if
unholstered.
FIGURE 10: Soldier revived and being
heald. Notice he has 10 points of stamina and 10% armor. Had he
died with 60% armor, he would have revived with 60%, as normal.
Fig. 9
Fig. 10
Due Credits - not including
my own concepts, inspiration also came from the collective ideas
from almost every player since Beta. I went back as far as August
2003 to cull the community requests, most notably from: Blahman,
Marsman, Fort4Law, EarlyDawn (LNS), AdeptusAstartes, Nexus8, Terminator_uk,
Greyflcn, alrabbit, OnyxBMW, Jibzie, Dviddlef, Etheryus, Cassandra,
Dawsh, Trident, and hundreds of others. Thanks to each of them
for reviving the topics and continuing the discussions.)
Vehicle Interface Improvements ---------------
View
Ammo from Vehicle Pane
- Drivers can now view their vehicle health
and ammo from their vehicle pane.
Drivers now also view the vehicle trunk
with a button in the vehicle pane, rather than having to hit the
"G" key near a repair terminal.
Displayed message for Transports (requested by Gman55)
AMS Interface Changes (suggested by Kodefoo)
- When attempting to deploy an AMS and another vehicle interferes with that action, a deploy radius will appear around the nearby AMS and then slowly fade again. This will show AMS drivers how far away they must drive to safely deploy.
- Drivers can now select their AMS to Group
Spawn or Empire Spawn from the vehicle pane.
Alternate AMS Interface Change
- When driving
an AMS, an icon will appear on your HUD when you can deploy the
vehicle, much like the liberator bomb icon appears in the bottom
of the screen.
Scout Vehicle Changes
- Scout vehicles (Harasser, ATVs, Mosquitos) recieve a Laze secondary mode on their weapon systems.
- Scout vehicles also recieve the ability to detect enemy mines from similar distance of friendly mines.
General Interface Improvements ---------------
HUD Visual Aids
- Players will now see a public progress bar above the player that is hacking an object or reviving a soldier.
- REKs will know display hacker ability by a color-coded beam: Yellow for non-certed players, Orange for Hacking, and Red for Advanced Hacking certed players.
- Players will now see their empire's logo over "hacked" terminals or objects and a timer when close enough to access the enemy object. (requested by EarlyDawn)
- Players who speak a Need or Warning Voice Macro will have an appropriate icon flash above their heads. Warning voice macros will flash an exclamation point of the appropriate color (green, gold, orange, or purple). Need messages will produce two white exclamation points and a white icon between them of the service needed (passenger, gunner, hacker, heal, repair, etc.). These can be toggled to stay hidden when a macro is spoken.
Click on the image to view the Flash demonstration of the concept.
Map HUD Improvements
- A player's vehicle will now show up on the continent map.
- All contacts that appear on your poximity map, and only those contacts, will now appear on your continent map. To view a wider range of contacts, you must zoom out your proximity radar.
- Boomers will now have a number hovering over each deployable for easy locating. Detonators will also be numbered on the trigger and in your inventory to correspond to it's linked boomer.
You will only see the boomer number on your Cont Map if you have its detonator in your inventory. Discarding a detonator removes it from the map.
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