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MIrple
BSC LEGION Tactical Narcotics Team
121
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Posted - 2012.09.24 16:48:00 -
[1] - Quote
I didn't look so sorry if this has been brought up.
I would like to see models and animations for a few more modules in game. Remote assistant modules should have a model and animation. Also ECM, TD, SD, and all the rest if you can target a ship and apply it to them there should be a hard point and model/animation for it. How cool would it be to see a Rook with 6 tiny radar dishes rotating and then locking onto another ship when it jams it. |
Luc Chastot
Moira. Villore Accords
5
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Posted - 2012.09.24 17:55:00 -
[2] - Quote
So, what you're saying is that there should be model hardpoints for every type of slot in a ship? Because what would happen then if, say, I fit 3 ion blasters on my Atron and also a TD? (assuming it's the new Atron model that hopefully WILL show 3 pairs of turrets) |
MIrple
BSC LEGION Tactical Narcotics Team
121
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Posted - 2012.09.24 17:59:00 -
[3] - Quote
Yes There should be a hardpoint for the TD. It is a Module that puts out a graphic so it should have a hard point for it. |
PinkKnife
L F C Ethereal Dawn
220
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Posted - 2012.09.24 18:41:00 -
[4] - Quote
It is an issue with hard points on ships. This would require each model be able to fit it's total amount of modules visually. Or, if we are being generous, various mids/highs. The problem is it requires a **** ton of model reworks and rebuilds as there are certain modules that simply won't look good with so many modules protruding out.
I think they will begin to work on the utility high slots if anything. I.e. neuts, remote reps, and so on. Trying to add mids makes things...tricky. |
MIrple
BSC LEGION Tactical Narcotics Team
122
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Posted - 2012.09.24 18:45:00 -
[5] - Quote
Fair enough it would be a good start though. |
m3talc0re X
Deep Core Mining Inc. Caldari State
97
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Posted - 2012.09.24 22:04:00 -
[6] - Quote
I brought up something similar to this before. I hate most of the visual effects of things going on that should have no visual representation really. Tracking computers, sensor boosters, etc... They don't need to add hardpoints in the traditional sense to show these kinds of modules. They should have it as part of the ships. So a section of the ship has a "hole" in it unless there is a certain module added, tracking computer for example. Then, that specific piece can maybe glow or have some lights come on or something that show what it is and that it is active. Think of the new Phobos as an example. Certain parts of the ships should have modular-esque parts where certain modules can be shown and interchanged. |
Mars Theran
Caldari Provisions Caldari State
308
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Posted - 2012.09.24 23:34:00 -
[7] - Quote
m3talc0re X wrote:I brought up something similar to this before. I hate most of the visual effects of things going on that should have no visual representation really. Tracking computers, sensor boosters, etc... They don't need to add hardpoints in the traditional sense to show these kinds of modules. They should have it as part of the ships. So a section of the ship has a "hole" in it unless there is a certain module added, tracking computer for example. Then, that specific piece can maybe glow or have some lights come on or something that show what it is and that it is active. Think of the new Phobos as an example. Certain parts of the ships should have modular-esque parts where certain modules can be shown and interchanged.
Pretty much agree with this. We don't need to see or hear a Sensor Booster. It's not the sort of thing that would be particularly obvious unless you scanning multiple spectrums when looking at everything. Maybe we are, and that would almost make sense, but it isn't really necessary.
Don't agree with the need for 'holes' though. Internal modules should stay internal. A Tracking Enhancer or Tracking computer does not interact with the world outside the ship, but interacts with the ship systems themselves. It is exactly what it says it is, a computer. Why would anybody need to see it?
Other stuff that interacts with other ships and might be visible in space provided you were looking with the right sensors? Sure, why not. Maybe I was actually sleeping in front of my computer and dreamed I posted. Certainly, it's not there now. |
Furry Commander
Furry Armada
6
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Posted - 2012.09.25 00:54:00 -
[8] - Quote
this might be a tradeoff for realism and visuals Vs actually ability to program/fit hardpoints on the ships
for non turretlike modules, simply program in a default turret on all ships that is small and easy and designate it the "sensor/emitter" turret and if you have a module that emits stuff have the effect come out of there... fairly easy i think |
MIrple
BSC LEGION Tactical Narcotics Team
123
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Posted - 2012.09.25 13:24:00 -
[9] - Quote
Furry Commander wrote:this might be a tradeoff for realism and visuals Vs actually ability to program/fit hardpoints on the ships
for non turretlike modules, simply program in a default turret on all ships that is small and easy and designate it the "sensor/emitter" turret and if you have a module that emits stuff have the effect come out of there... fairly easy i think
So for example the Scorpion has the rotating dish on it would this be where the ECM visual should come from?
My idea was to give ships more hard points I know it would be tough to add to some models but I think on the scorpion you would have room to put up to 8 small dishes on it to project the ECM visual. |
m3talc0re X
Deep Core Mining Inc. Caldari State
98
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Posted - 2012.09.25 18:56:00 -
[10] - Quote
There has to be a trade off between realism and usability and player interaction. That's the problem. It's like that so someone else can look at your ship and get an idea of what's running, and it should stay that way. But not the way it currently is. Maybe improve the effects of modules that effect other ships, td's, nos, etc.. so those are more noticeable, but reduce the bonus effects like tc's and sebos to barely being visible, if at all. I barely tolerate tc's on my gunships. I'm gonna hate them on even my missile boats soon. Projected effects could have a model I guess. Something similar to a mining laser for nos/vamps could work.
Another thing I just realized: These modules don't need to be as big as 'normal' launchers/turrets. Matter of fact, I don't think all that many ships would even need their models or shaders even touched. They could make the models for stuff like this pretty small, like the size of a civigun on an Ibis for example, if not smaller. Then have these just coded into places on the ships that would make sense. |
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