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Wild Rho
Amarr Imperial Shipment
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Posted - 2007.02.08 10:49:00 -
[1]
This post is inspired from several posts made many moons ago plus the more recent ones about actually getting some black space and is mostly about adding more atmosphere to Eves environments in general.
Backgroundsà This is the most obvious once as Eve only really seems to have 2 or 3 actual backgrounds with their colour and orientation changed.
- More variation WeÆre not talking about anything particularly spectacular, just a wider variety of styles of backgrounds from thick cloudy nebulae types down to empty dark space types and everything in between.
- Regional Backgrounds It can be a little disconcerting when jumping through a few systems that are ôphysicallyö close to each other yet the background is changing from red, to blue to green etc. Give different areas of the cluster more distinct backgrounds unique to that area that players can recognise (example, there is a deep red nebula that runs across a region. As the player moves around the systems in that region the position of the nebula in the background changes to reflect that). This can help create landmarks within a region and give it a slightly more unique feel. Obviously this is would be a huge undertaking to paint 5000 backgrounds and maintain any sort of consistency so I was thinking of a newer approach that ômightö be possible since the map and regular view are now seamlessly integrated. On the map paint nebula type objects or similar across a region of space and let the game translate their positions into an image on the background û effectively painting it on like a decal. IÆm basing this off the fact that the systems in Eve are handled in a similar manner when moving from the map to the regular view (this is obviously a guess but I figure itÆs worth a shot).
Solar Systemsà The above leads onto the next idea which is to have variable lighting by applying colour filters onto the view to create more prominent differences. The best example of this is to watch the revelations trailer at the point where it shows the new Minmatar tier 3 battleships. The deep red filter applied to that one scene has a surprisingly powerful effect on the mood in that one moment that would work well within normal playing. The filter applied can be based on the colour of the sun and its strength varied from the normal view we get now to much more distinct variations. The lighting levels could also be adjusted to help enhance this further. This wonÆt have any effect on the gameplay itself since a player doesnÆt actually need to see other ships, only their icons on the overview and interface, but it can help improve immersion and set moods for systems.
A further take on the foreground are ôcloudyö systems that could be found in a nebulous environment. In order to achieve this it doesnÆt require adding massive cloud objects but rather generating effects on the players interface instead (for an example of what IÆm trying to explain here look at how freespace 2 creates nebula environments).
For the layout of the system itÆs fairly simple (in concept at least) and thatÆs to give some systems multiple suns with their own planets, moons and so on. Whether this is technically possible or not I have no idea.
I have the body of a supermodel. I just can't remember where I left it.
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Wild Rho
Amarr Imperial Shipment
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Posted - 2007.02.08 10:50:00 -
[2]
Edited by: Wild Rho on 08/02/2007 10:46:11 Now for a more tactical aspect. Give regions unique properties that directly influence the performance of ships/modules thus giving a region a ôterrainö that will help influence strategy and tactics. The ôstrengthö of these properties can vary within constellations from being very minor to having a heavy influence.
Some examples could beà
- Lock Range reduced by XX% - Lock Time reduced by XX% - Top speed reduced by XX% - Tracking speed/Missile explosion radius reduced by XX% (effects drones and fighters as well as regular ships). - Shield Booster rep amount reduced. - Armour rep amount reduced. - Cap recharge rate reduced. - Increased fuel cost for Cyno field generation. These factors can hopefully influence different tactics and approaches to combat to create more variation.
Anyway thatÆs pretty much all I could think of. Any suggestions, criticisms are welcome. Flames will just be ignored
I have the body of a supermodel. I just can't remember where I left it.
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Unbeliever Kresmoreen
Pro Valde Justicia
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Posted - 2007.02.08 11:13:00 -
[3]
Edited by: Unbeliever Kresmoreen on 08/02/2007 11:14:59 Well, just +1 for getting the Suns back looking pretty would be nice. Read another thread recently mentioning the 'nerf'. Checked it out yesterday, rather disappointing .
And /agree with the rest. We all know space is le empty, but some nice(r) graphx & tying together would be swell.
oh, and nerf nanos (i kid!)
Edit: ooh hehe, didn't read the second post. Interference from nebulae and such? Could be interesting. May result in pplz sploiterising it in some ways though, and bound to be buggier than a ... really buggy thing (censored for niceness ).
To a force with a better understanding of an areas properties, it would definitely end up with some crazy ass victories from inferior forces imo. Not necessarily a bad thing .
Perhaps even create warfare links that somewhat/totally remove these reductions (all of them, "area type" specific modules?) dependant on skill.
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