A small HUD is displayed under the Mission HUD, showing the total enemies in the wave, the number of enemies killed, the number of enemies escaped, the number of enemies incoming (haven’t approach yet) and the number of enemies left (on screen but haven’t killed). This might be a complement for HUD Progress Meter (showing number instead of percentage). It can be somewhat like this:
The HUD Enemy Counter above shows stats of a wave having 100 chickens in total, all of them appeared (0 incoming), 75 killed, 5 escaped and 20 remaining on the screen.
I suggest the cost of 684 keys. What do you think?
Kind of a cool idea. Only issue is that, well, it’s a superior progress meter and it’ll make the current one rather useless. But personally, I don’t see why this shouldn’t be added.
Actually all HUDs are not necessary. They are optional and provide additional informations to who concerned. If a significant number of players care about it, I think it should be available.
The current one is useful in a wave having very few enemies (like bosses, though they already have progress meter without purchase) and also very intuitive. The HUD Enemy Counter can’t show how many damages are dealed to the enemies, or in other words, it counts enemy as a whole instead of fractions. Therefore, I think these 2 HUDs are both still practical and can complement each other.
Speaking of useless HUDs, I think the HUD Point Indicator is the most ridiculous one. The total score is already shown on the Mission HUD, allowing us to approximate the points earned. The HUD Destruction Meter and HUD Damage Indicator are at least fun and more concerned.
I’m currently use HUD Progress Meter, HUD Enemy Health Indicator and HUD Damage Indicator. The HUD Pecking Order Revealer is good for farming bonus points, but I don’t care about it that much.
Although this seems reasonable from the player’s perspective, some of these quantities aren’t explicitly known by the game (especially not in advance). Examples:
Enemy groupings are also enemies internally, so they would be counted as enemies in the display
Escaping enemies aren’t tracked separately from killed enemies
Dynamically-created enemies (pilots ejecting from saucers, pointless enemies in bosses)
Certain waves (e.g. “Chicken Quadrants”) create new enemies in the middle of the wave.
In conclusion, it’s much harder to implement that what it might seem.