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Katra Novac
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Posted - 2011.06.15 18:06:00 -
[1]
Not such a good idea unless you have multiple styles of wreaks, otherwise it won't look any more realistic. 30 ships destroyed 30 of the same wreak or 30 ships destroyed 6 of one type, 5 of another, 7 of another and 12 of another. Either way it'll still look artifical. You could try randomising the positions and size of wreakage used (based on what ship was destroyed).
What we have now, a piece of wreakage you don't take much notice of is probably still the best option.
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Katra Novac
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Posted - 2011.06.15 18:34:00 -
[2]
Originally by: 5432 543654 Edited by: 5432 543654 on 15/06/2011 18:08:37
Originally by: Katra Novac otherwise it won't look any more realistic
Isn't that the entire point of a video game?
Not totally sure what you mean by that.
If you mean that games are made to look unrealistic, I would disagree with you except for games like WoW (cartoon type graphics). As technology improves games are made more and more realistic but there's always a trade off between graphics and content due to resources available but over the years that trade off has reduced in size. Who knows one day in the future there won't be a great deal of difference between the game and RL visually.
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Katra Novac
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Posted - 2011.06.16 09:29:00 -
[3]
Edited by: Katra Novac on 16/06/2011 09:29:30
Originally by: MaiLina KaTar Edited by: MaiLina KaTar on 16/06/2011 08:34:16
Originally by: CCP Spitfire Vicious. 
Thanks for the suggestion; I'll pass it to the art team.
To get things started you can change the script timing to make the explosion appear first and then have the ship disappear while the explosion is peaking in brightness, not the other way around as it is now. The ship would then disappear while it is only partly visible in the explosion ball, making the whole thing look way better and more realistic without changing anything really.
Also, link scaling of the wreck model to ship class.
Very small changes, very big visual improvement.
And just how are you supposed to salvage a ship that's no longer there?
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Katra Novac
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Posted - 2011.06.16 09:42:00 -
[4]
I think the whole point of improved wreakage was so that it's more visually appealing. Like seeing a partially destroyed ship. But to get anything that looks half decent you would need to have loads of new objects (wreaked ships). You could set it to random but the chance of getting anything appealing will be small.
To make the wreak something that you will notice more than presently will actually make it worse imo.
In other games, you kill 3 of one kind of mob then look at them they are all laying in the same position. Now imagine 3 wreaks the same. The brain picks up on patterns and you will see the pattern within the destroyed targets. All what will happen is the more you play the less you will take much notice of them whilst the change itself will use more resources.
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Katra Novac
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Posted - 2011.06.16 09:49:00 -
[5]
Originally by: Logan LaMort
Originally by: Katra Novac
And just how are you supposed to salvage a ship that's no longer there?
The same way you do now, by salvaging the wreck that appears after the ship model disappears.
But normally you are too far away from the target to actually see much of the initial explosion, so why bother with an initial disappearing ship model?
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