1 |
I'd
go
with
the
first
one
on
the
grounds
that:
|
1 |
I'd
stick
with
the
current
one
on
the
grounds
that:
|
2 |
\n
|
2 |
\n
|
3 |
1) it allows a consistent "self" colour;
|
3 |
1) it allows a consistent "self" colour;
|
4 |
2) it allows consistent schemes for ally/enemy.
|
4 |
2) it allows consistent schemes for ally/enemy.
|
5 |
\n
|
5 |
\n
|
6 |
These two allow you to tell whether a unit is own, allied, or enemy at a glance, which is important. The second system doesn't allow the consistent self colour and requires context to know whether warm or cold is the allies; it might not seem very problematic to figure out the context each battle but I believe it is helpful not to have to. The simplest case here is 1v1 where currently colour meanings are strictly set (red - enemy, teal - self); using the second system would strip them of that. Besides:
|
6 |
These two allow you to tell whether a unit is own, allied, or enemy at a glance, which is important. The second system doesn't allow the consistent self colour and requires context to know whether warm or cold is the allies; it might not seem very problematic to figure out the context each battle but I believe it is helpful not to have to. The simplest case here is 1v1 where currently colour meanings are strictly set (red - enemy, teal - self); using the second system would strip them of that. Besides:
|
7 |
\n
|
7 |
\n
|
8 |
3) it is synced for the main purpose of that (enemy colours are consistent among teammates). Teammate colours are as synced as is possible while keeping the unique self colour; for full sync removal of the self colour would be necessary (and sufficient).
|
8 |
3) it is synced for the main purpose of that (enemy colours are consistent among teammates). Teammate colours are as synced as is possible while keeping the unique self colour; for full sync removal of the self colour would be necessary (and sufficient).
|
9 |
4) it is already used.
|
9 |
4) it is already used.
|
10 |
\n
|
10 |
\n
|
11 |
Colors being too similar is not a problem with color schemes. Changing the colour scheme does not automagically extend the visible spectrum. You cannot get rid of the problem's source: there are only so many colours you can use, so similarity will always be a problem with clusterfuck level player counts regardless of palette choice; all you can do is limit the symptoms (through sensible limit on player counts).
|
11 |
Colors being too similar is not a problem with color schemes. Changing the colour scheme does not automagically extend the visible spectrum. You cannot get rid of the problem's source: there are only so many colours you can use, so similarity will always be a problem with clusterfuck level player counts regardless of palette choice; all you can do is limit the symptoms (through sensible limit on player counts).
|