Squared

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

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  • 2 comments
  • Avatar of Aiiane Aiiane Oct 03, 2008 at 03:45 UTC - 0 likes

    This 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).

  • Avatar of lialith lialith Oct 02, 2008 at 07:41 UTC - 0 likes

    oh 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 )

  • 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

Reported by

Possible assignees