42 - Color squares based on how fast damage accrues
There's a big difference in prioritization for the player that is at 50% and has been there for a while taking minimal but constant damage and the player that drops to 50% in two hits. The former I can HoT at leisure and know he'll survive; the latter I need to bubble and pull out the stops or they're a goner for sure.
Would it be possible to add a third colorization scheme based on how fast damage accrues? So hits that are 10% or less stay green, hits that cause a 11-20% health change are yellow and 21%+ turn the square red. Instant knowledge of your highest priorities. Especially if it could work in conjunction with % damaged so that red is 25% health or taking massive incoming.
Thank you!
| User | When | Change |
|---|---|---|
| Aiiane | Dec 06, 2008 at 22:22 UTC | Changed component from None to Squared Core |
| Aiiane | Oct 03, 2008 at 03:45 UTC | Changed status from New to Accepted |
| AEIOUsometimesY | Oct 01, 2008 at 22:34 UTC | Create |
- 2 comments
- 2 comments
Facts
- Last updated
- Mar 30, 2012
- Reported
- Oct 01, 2008
- Status
- Accepted - Problem reproduced / Need acknowledged.
- Type
- Enhancement - A change which is intended to better the project in some way
- Priority
- Medium - Normal priority.
- Votes
- 4
- Reply
- #2
Aiiane Oct 03, 2008 at 03:45 UTC - 0 likesThis would be a neat option. I'll look into seeing if it's possible to implement (but it gets a little interesting due to the need for both a good algorithm to determine the derivative of damage taken, as well as a need to store damage history).
- Reply
- #1
lialith Oct 02, 2008 at 07:41 UTC - 0 likesoh my good why didnt i think of that? ^^ such a option would be really great if possible. (dont forget the people who invert their helthbars though... ;D )