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[FAQ
Forum Index » » Developer Feedback » » Shield Effect
 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
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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
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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.
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