Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Fury on November 15, 2002, 07:36:58 am
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I am again speaking for TBP. ;)
I don't know what kind of shield and damage effects are currently possible, but there are few quite unique looking effects in Babylon 5, which would be neat to replicate.
For example, http://www.tp2b.de/babylon_project/2260_shad_hit.jpg
Shadow ships does have a bio-organic armor which tries to spread and absorb damage.
And how about better hull damage effects? Different weapons should have different damage effects, and I'd like to see damage effects far longer than they normally shows up.
Many games does have some kind of decals setting, where you can select how long you want decals to show up. This setting would be useful.
Also, as B5 has many different kind of hull armor; normal armor, bio-armor, crystalline armor and so on. Damage effect should be different looking on different armor types.
What do you think?
P.S. Have you made barreled side turrets possible already?
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A shield damage effect entry in the ships.tbl . Nice.
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This would be possible. There's already a table entry for 'impact explosion' that you can change. There could be another one for 'shield impact effect.'
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sheild impact effect should be ship specific
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Ship specific, or weapon specific? Both are options but we can only go one way. If we're going for weapon specific, we can keep the per-species shield colors.
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If I understood correctly, every ship can have it's own shield and hull damage effects, right?
In that case it should be ship specific rather than weapon specific.
Originally posted by GalacticEmperor
If we're going for weapon specific, we can keep the per-species shield colors.
Can't we just define different shield effects in ships.tbl if we are going to ship specific?
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Well, I have an idea that might contribute to it. If a fighter sustains alot of hits in one spot in a short amount of time, the damage per shot should be increased or decreased, depending on the weapon. For example if a constant stream is maintained, harmonics and EM weapons would cause a slight damage increase to the shields and subsystem, and the hull damage should be slightly decreased per cumulative shot. Vice Versa for projectile and ceramic shots. IRL, that's how it should work, as mechanical fatigue, and stuctural fatigue are increased significantly if it's all done at once, rather than over time.