Shield. Numeric value or percentage display.

Numeric/percentage? As a toggleable option, sure, why not. I prefer the current implementation though and so to have it as an option to *not* show numbers and such would be very welcome - the more spartan and to-the-point the UI, the better (for me; the least time it takes to see and comprehend what is seen with a second's fraction glance, the better).
 
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I don't think this is needed - the three rings sum it up pretty well enough.
Where they DO need shield numeric values is in the outfitting section - you are just flying blind when it comes to shield strength when upgrading to a 'class C' shield.

This.

I understand there's different classes and ratings but there's no way of knowing specfic numbers when buying a shield in the game.
 
The problem for those saying it's not needed might be more summarized by those of us who's gelatinous face-orbs no longer have the resolution they once did. Even with glasses on, it's sometimes hard to distinguish between which rings are still lit up and which aren't. I can't be       to go buy new glasses for Elite.
 
I really hope FD utilitise the new 'ship information' display that was added in horizons (the panel between your virtual legs!).

Currently it displays some rather unimportant high level info about the ship and SRV. There's a lot of useful info that could be displayed in there instead.
 
I really hope FD utilitise the new 'ship information' display that was added in horizons (the panel between your virtual legs!).

Currently it displays some rather unimportant high level info about the ship and SRV. There's a lot of useful info that could be displayed in there instead.

Completely agree with that. This pannel could display the max speed, max boost, total shield value, total armor value, laden/unladen jump ranges, etc.

We can already see some of this stuff, but ONLY in the "Shipyard" part of a station's menu, IF we are NOT in the relevant ship. That's a lot of conditions just to see this rather important info right ?

In the meantime we have to rely on third party tools, which is immersion breaking/annoying/weird because the game already has this info, just not displayed in the right place.

Edit : to answer the OP about a percentage value for shields : yes please :)
 
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How about like this (scuse my modifications, but I'm not that good at using ms paint and it's all I had)
SHIELD.jpg
 
How about like this (scuse my modifications, but I'm not that good at using ms paint and it's all I had)

Looks good, though I'd prefer a full circle. Maybe one inner circle that always stays there as long as the shields are active, and one outer, thicker circle to display the status.
 
The rings are a pretty bad implementation for anything approaching accuracy, and so is percentage. I wish they would display your actual raw hitpoints, along with damage dealt to you also showing up when something hits you.
 
I wouldn't like to see numbers flying all around my screen like you see in so many other games. I have no real opposition to the OP's idea, I just don;t see a benefit. I would hate to see those cascades of numbers all over space. Any new ideas that impact the UI should be accompanied by a toggle to disable any changes that one doesn't appreciate.
 
Numeric/percentage? As a toggleable option, sure, why not. I prefer the current implementation though and so to have it as an option to *not* show numbers and such would be very welcome - the more spartan and to-the-point the UI, the better (for me; the least time it takes to see and comprehend what is seen with a second's fraction glance, the better).
We need more people like you who agree on options being available and are not too keen to tell other people how they should play/enjoy the game.
I like spartan and not messy sometimes, but i'm also a numbers guy. I'd use numbers on top of bars for important info.
I also want the MJ of current ship shields shown in outfiter like others asked and more.
What we really need is FDEV to give us configurable GUI and people to make nice mods.
 
I'm cool either way - but I guess it depends on how shields are modelled internally. The hull appears to be a flat-value (hull + reinforcements, etc). But are shields, internally, a flat value?
 
The problem with having numbers for the shields is that it would be constantly changing (when less than 100%) which could get quite distracting. So your focus could be taken away from the combat.

Hull is different because once that takes a hit it cannot increase, but shield percentage/number would be increasing constantly if you have at least one pip in SYS after you've taken a hit.

Also if the shield percentage/number is too close to the Hull percentage that could lead to confusion in the heat of the battle.
 
The problem with having numbers for the shields is that it would be constantly changing (when less than 100%) which could get quite distracting. So your focus could be taken away from the combat.

Hull is different because once that takes a hit it cannot increase, but shield percentage/number would be increasing constantly if you have at least one pip in SYS after you've taken a hit.

Also if the shield percentage/number is too close to the Hull percentage that could lead to confusion in the heat of the battle.

You seriously overestimate the recharge speed of shields; also if you don't like it, don't use it.
Also you don't need 1 pip in SYS to recharge shields, you only need SYS to have energy (bars) left in it. Just being pedantic. (I wish we had true auto hull repair systems too, like in old Elite/Frontier)


Well, percentage is good to see the recharge rate of the shield. Graphical rings with color isn't.

Especially for colorblind people.
Did anyone think about them?
 
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