Author |
Shield Effect |
NightDragon Cadet
Joined: May 26, 2002 Posts: 893
| Posted: 2004-04-04 07:26  
i always liked the shield effect but on crusiers thre is none, well you can see it if you zoom in really really close, then you see the small shield flickering, granted it now flickers where it is hit, but you really dont see it unless you zoom in realy really close to see it
_________________ \"Experience is a tough teacher. She gives the test first and the lesson after.\"
~ William H. O
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Patriarch Cadet
Joined: November 26, 2003 Posts: 252 From: Germany
| Posted: 2004-04-04 07:29  
you have problems, i wish a have them
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Chromix Cadet
Joined: June 29, 2001 Posts: 3052
| Posted: 2004-04-04 08:02  
Visible shield size got reduced as it was way too large for stations. Maybe its too small now
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NightDragon Cadet
Joined: May 26, 2002 Posts: 893
| Posted: 2004-04-04 08:03  
its probly just right for stations, which i agree was much to flashy and bright
_________________ \"Experience is a tough teacher. She gives the test first and the lesson after.\"
~ William H. O
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-04-04 11:10  
i like it small, easier to see the target on the business end of my gauss gun bd
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Binks 1st Rear Admiral
Joined: November 28, 2003 Posts: 469
| Posted: 2004-04-04 11:50  
I liked the station effect, looked so cool to see a station flicker...then explode under the power of 3 bds and a dictor
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Tbone Grand Admiral
Joined: July 21, 2001 Posts: 1756 From: Vancouver
| Posted: 2004-04-04 18:44  
Maybe when the lag is fixed there can be:
a) smaller shield impacts for low level weapons like cannons and
b) large impacts for torpedoes, IT missiles, ship explosions, etc.
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-04-05 11:04  
The shield impact effect is a damage effect.
Whenever a client recieves a damage to shields signal, the shield damage plays, once, on the arc that is indicated as having taken damage. Damage info is sent to the client sides every 1 second. Used to be continuous a long time ago, but that took up way too much bandwidth.
This is why the shield hit animation "pulses" when taking damage from a continual source, like a beam. The effect doesn't play continously, just playes every damage packet recieved, which is every 1 second.
Our shield effect should be designed to take this into account. It should have a play time of just over 1 second, so that under continual damage sources, it loops correctly.
Also, the pulsy wave effect of the animation looks kind of lame.
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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