Finally got to look at the HUD more in depth. This is a VERY clean and organized inventory HUD given all the junk the PC is currently carrying. AND it also accounts for item weight as well. So inventory management is going to make for an interesting challenge on 9G? 10G? 0.1G? etc. planets.
At 1:08:59 the HUD's clean design is broken into 5 subcategory points on that circle. Which makes for quick, intuitive access to each pictured subcategory in the Data Menu. Each point, when selected, re-directs you to that specific submenu category with the simple click of a mouse click or console button. Spartan design eliminates all unnecessary deep dives through infinitely detailed submenu pop ups:
And selecting the weapons sub menu cleanly brings up a TON of information:
So thankfully, my dread of having to use FO3/FO4/F76 Pip Boy watches to organize my data inventories is over.
I'm RELIEVED to see this sort of Spartanesque simplicity in the HUD design. It's definitely going to make swapping/searching for weapons/gear and items in your inventory -- while on the fly like in a firefight---a lot easier!
Now imagine going into ground combat like that Spacer pirate gang at 1:07 on a 9G planet.
Source: http://www.youtube.com/watch?v=qGtYn7DCIYo
It seems the PC had 2 crew members aboard their ship but was adventuring alone at the time of this encounter. But fortunately, the PC's jetpack tactics in the existing combat scenario was advantageous. It gave them an air superiority that would be nonexistent on a heavier than earth G planet. Given the numerical superiority, they'd have to use cover consistently to conserve whatever oxygen they had instead. So they could best monitor their stamina and CO2 levels.
Imagine winning that firefight on a heavy 1G+ planet. But the simple act of picking up the lightest item (like that food item) overloaded your PC's inventory. So you literally can't move (like in Fallout). Which means you can't take that sweet looking Equinox weapon or any of the other heavier loot.
Which would then mean the PC would need to contact their crewmates back on the ship or wherever they are on the planet. Now imagine being injured after that firefight and not having any crew members or Vasco on said planet. Inventory management is going to be a game changer IMO.
So it seems combat tactics and strategies are going to dynamically change as you approach each planet for that first time.
At 1:08:59 the HUD's clean design is broken into 5 subcategory points on that circle. Which makes for quick, intuitive access to each pictured subcategory in the Data Menu. Each point, when selected, re-directs you to that specific submenu category with the simple click of a mouse click or console button. Spartan design eliminates all unnecessary deep dives through infinitely detailed submenu pop ups:
And selecting the weapons sub menu cleanly brings up a TON of information:
So thankfully, my dread of having to use FO3/FO4/F76 Pip Boy watches to organize my data inventories is over.
Now imagine going into ground combat like that Spacer pirate gang at 1:07 on a 9G planet.
It seems the PC had 2 crew members aboard their ship but was adventuring alone at the time of this encounter. But fortunately, the PC's jetpack tactics in the existing combat scenario was advantageous. It gave them an air superiority that would be nonexistent on a heavier than earth G planet. Given the numerical superiority, they'd have to use cover consistently to conserve whatever oxygen they had instead. So they could best monitor their stamina and CO2 levels.
Imagine winning that firefight on a heavy 1G+ planet. But the simple act of picking up the lightest item (like that food item) overloaded your PC's inventory. So you literally can't move (like in Fallout). Which means you can't take that sweet looking Equinox weapon or any of the other heavier loot.
Which would then mean the PC would need to contact their crewmates back on the ship or wherever they are on the planet. Now imagine being injured after that firefight and not having any crew members or Vasco on said planet. Inventory management is going to be a game changer IMO.
So it seems combat tactics and strategies are going to dynamically change as you approach each planet for that first time.
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