OK, this isn't about people having annoying avatars or other aggravating identification but actually something useful, split between two ideas:
-This has already been suggested, but on levels where there are item-based objectives I think there should be an icon next to the corresponding player name if they have captured an icon objective. Perhaps each objective could have an additional property for a 64 X 64 icon that is displayed by the players name on the high score screen. This would complement the current team benefit of knowing what players have how much loot.
-Also, on a similar line I believe there should be an icon for lockpicks & repair kits, so at a glance players can see if there is anyone available who can repair the chest or unlock a vital door.
Obviously these icons would only be visible to team-mates, but would allow teams to decide strategies with less effort:
"Ok, Player A has the gem so he should go hide somewhere safe & Player B has lockpicks so he should go unlock the mansion doors. Player C should back player B up, etc etc"
& so on.
(I'm not planning on scripting this one because I'm not familar with the code required to manipulate the HUD, yet)
-This has already been suggested, but on levels where there are item-based objectives I think there should be an icon next to the corresponding player name if they have captured an icon objective. Perhaps each objective could have an additional property for a 64 X 64 icon that is displayed by the players name on the high score screen. This would complement the current team benefit of knowing what players have how much loot.
-Also, on a similar line I believe there should be an icon for lockpicks & repair kits, so at a glance players can see if there is anyone available who can repair the chest or unlock a vital door.
Obviously these icons would only be visible to team-mates, but would allow teams to decide strategies with less effort:
"Ok, Player A has the gem so he should go hide somewhere safe & Player B has lockpicks so he should go unlock the mansion doors. Player C should back player B up, etc etc"
& so on.
(I'm not planning on scripting this one because I'm not familar with the code required to manipulate the HUD, yet)
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