Armor Skin That Reflects Research Level
Arx
Join Date: 2008-01-28 Member: 63516Members
Hello everyone, I've been thinking about this idea and here it is: Have the visual representation of the characters armor in the game change to reflect their current research level, EG: helmet starts off as open faced but at armor 3 becomes a fully enclosed face covering helmet. However the visual change wouldn’t be confined to the helmet alone of course and this would affect both marine armor and alien carapace.
I imagine this Idea might have been suggested before and I DID search to find out but once I saw the sheer amount of posts to wade through to find out I lost hope in that lol. I would also imagine that this might not be practical as it would increase rendering requirements and development time and some people just may not care about it. however I feel it might raise the over all enjoyment level of game play.
Also what about this idea for weapons as well?
Thoughts?
I imagine this Idea might have been suggested before and I DID search to find out but once I saw the sheer amount of posts to wade through to find out I lost hope in that lol. I would also imagine that this might not be practical as it would increase rendering requirements and development time and some people just may not care about it. however I feel it might raise the over all enjoyment level of game play.
Also what about this idea for weapons as well?
Thoughts?
Comments
armor 0 - 3 bites
armor 1- 3 bites
armor 2 - 4 bites
armor 3 - 4 bites
granted you aren't missing any of them.
Eye candy is the whole idea, I agree thats it's already obvious when the armor is upgraded however thats not the point. I'm not suggesting any kind of an aid just a fun bit of extra detail.
Also, Armor rating is not only about skulk bites, but as the game progresses it effects lerk bites fade swipes and onos gore. Not to mention if spores effect armor again, there is another dynamic that is thrown in. Overall I think this is a very good idea, having more information is seldom a bad thing.
Prioritizing the features is important of course, but the addition to the gameplay itself isn't bad.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104754" target="_blank">Here's</a> the topic, it also talked more about other upgrades.
Of course most of the times you can figure it out easily enough, but it adds a bit of uncertainty sometimes which I think is great.
Of course most of the times you can figure it out easily enough, but it adds a bit of uncertainty sometimes which I think is great.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, most RTSes allow you to see the opponent upgrade levels. Still, on NS there isn't that much other hidden info, so it's a little different.
IMHO the optimal situation would be so that there are other 'hidden' features. For example obs/armslab first, possibly other tech picks, more of 'optional' res capping and so on.