Topic: Make S and L demobs different colours
Just give them a different skin where the S demob is dark orange and the L demob is light orange.
Please
Bernard Suits, 1978
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Just give them a different skin where the S demob is dark orange and the L demob is light orange.
Please
+1 for this, but at the same time they would/should make every weapon type different (that is gauss and em guns with different skins and so on)
I'd better see completely different models for EM/Gauss gun etc.
hopefully we will see some slightly different meshes for different weapons.
IMHO chassis-scanner should only be needed to findout the exact fit of my opponent at a longer then visual range. (from stealth?)
in a modern game you should be able to "see" what your oppenent has, from first sight.
(not everything, but important stuff like weapons and resists)
BUT i know that this would pump up the GBF filesize, needs a dev to work on meshes, and another dev to work on the textures. Priority is modeling new stuff, and refining old stuff in gameplay.
Just weapons, other stuff isn't such necessary, and i can even hard to imagine how should armor hardener look if visible
If you want to see modules attached to bots on the terrain, please start a separate thread for that.
I agree with Norrdec that EM/Gauss and other different weapons types e.g. HCL/LCL, machine guns/autocannon could be displayed as well as demobs. I think different shades (lighter for long range, darker for short range) would be easiest to implement.
Anything that's a fundamentally different module should have its own, clearly distinguishing icon. Clear T* tags (as they are) are fine in addition to that. Separate guns according to type, size, specialization, and have their appearance reflect their role. I.e. Big guns look bigger and more complicated, long range look vaguely rifle-ish, short range are stubbier (like shotguns).
But you can tell some of this has already been done, so I just assumed a bigger, better icon set was in the works.
On visible mods, active mods (like hardeners) could be distinguished by a visible effect while activated (coloured to match the mod's icon or something). Having fitted plates and LWFs visible would add variety to the models. Some items shouldn't be visible as they probably wouldn't be on the outside of a bot: fit helpers, tunings, etc. Anything that "fires" on a target should be visible, so I'd add demobs, SS, RR, etc. to the visibility list (head mods would look smaller and need new attachment points for the models, ofc)
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