viewtopic.php?f=6&t=96274&p=538436:
ssilk wrote: ↑Thu Feb 18, 2021 8:38 am
What to do with pings of green players on grass? White players on snow? Blue players on water?
How should that look like?
Funnily enough now we've got red pings on red Vulcanus
I propose circle color = player color; cross color = remains red.
I'd wish the complete chat text messages to be shown
on map next to the marker too.
1. Sort of a "poke" feature from Teamspeak days. Lacking an actual poke ability, it's nearly impossible to get in contact with a (semi)afk player on a large server. This would help a bit and deliver the message right where the player is.
2. When explaining multiple things without voice chat it's immensely useful. Basic example: 2 rail signals need to be changed in-place or something. Here's how the current interaction looks like:
"Chat msg 1: replace this semaphore with a chain signal <GPS1>"
"Chat msg 2: remove that chain signal and place a semaphore before the rail split <GPS2>"
Current: the listening player now has 2 different GPS trackers blinking and has to hover/click each GPS tag to understand which message it belonged to.
Desired: if the chat message showed on map, it'd basically be a basic sort of planning (where you'd otherwise get more advanced features like free drawing). It gets close to the new GPS map tags in usage...
The message would show up as "Playername: msg text" and the GPS coordinates removed from it (no need). If the message contained multiple GPS tags then "(number) Playername: text"
PS: Another way to differentiate between multiple pings is to cycle through a set of colors, per player. Giving the GPS tags some stateful and changing ID would be weird, but each player could have an index into GPS
color palette. First ping is color1, second is color2, third is color3 and then repeat. If the circle is colored = player color; this GPS color cycler could recolor the cross. It'll almost always be in two different colors and leave little room for confusion on hard to see surfaces.