People have said that its frustrating and confusing not knowing how much (if any!) damage your weapons do. I agree, and thus I’ve experimented with floating damage numbers.
Youtube video: (crappy youtube res) youtube.com/watch?v=2UrhkhoMzv0
Original video (WMV, higher quality, 30MB download)
Text never comes out well in videos. It looks better ‘live’. I’m making it a graphical option, and it toggles off with the UI switch anyway.
What do you think? I think this is MUCH better than having nothing, and just guessing based on the visual effects. Especially for situations like beam lasers reflecting, or for fighters attacks bouncing off armor inside a shield bubble.
I’m very tempted to add this in the next patch (maybe after 1.40) which will be all about usability and learning the game more easily.
Honestly, I never really had trouble discerning if a target was taking damage or not… The visuals indicate that well enough. The main exception is armor absorb vs armor reflect, both which use appear to use the same hull redflash graphic to me.
We’ve always had to guess at the scale of that damage, though, which I guess this solves.
Have you considered stylizing the text to reflect scale? Bigger font for those 60 damage megaton hits?
As long as there’s a way to toggle it on and off (possibly off by default at the start of battle, with a shortcut to turn it on) it’s okay. Now, this doesn’t look much gratuitous to me. The game is about big 'splosions, not whether that big 'splosion was effective or not.
This could be useful, but on the YouTube video I had trouble even seeing any of the numbers. It wasn’t until there were a bunch of “No Effect” tags that I could tell what I was supposed to be looking for. This is probably mostly due to YouTube’s hi-res nature, but still…
I think it is an great idea but it should be IMO merged with another great idea: all battles should be saved so you can watch them back rewind, pause and then you can click on option button(show damage)