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[quote] It may even create some rare cool situations where the power is dropped for just long enough to do something amazing.[/quote]
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[quote] It may even create some rare cool situations where the power is dropped for just long enough to do something amazing.[/quote]
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Even momentary interruptions to Zenith power supply could create beautiful meteor storms.
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Even momentary interruptions to Zenith power supply could create beautiful meteor storms.
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[quote]The grid is effectively invisible outside of the economy overlay.[/quote]
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[quote]The grid is effectively invisible outside of the economy overlay.[/quote]
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Powergrid-requiring things should convey their poweredness status in the world:
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Powergrid-requiring things should convey their poweredness status in the world:
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1. Do a [url=https://cdn.discordapp.com/attachments/441081852862660610/548472548699013150/powerup.ogg]power-up[/url]/[url=https://cdn.discordapp.com/attachments/441081852862660610/548471827484377100/shutdown.ogg]shutdown[/url] sound when transitioning between states. This just requires an addition of the sound and two-three lines of Lua
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1. Do a [url=https://cdn.discordapp.com/attachments/441081852862660610/548472548699013150/powerup.ogg]power-up[/url]/[url=https://cdn.discordapp.com/attachments/441081852862660610/548471827484377100/shutdown.ogg]shutdown[/url] sound when transitioning between states. This just requires an addition of the sound and two-three lines of Lua
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2. Have actual animations for the state changes. For Desolator and Lucifer, the armor state could be used to convey this instead. I don't think armored superturrets are practical anyway. Cerberus, Bertha and up will require more involving changes.
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2. Have actual animations for the state changes. For Desolator and Lucifer, the armor state could be used to convey this instead. I don't think armored superturrets are practical anyway. Cerberus, Bertha and up will require more involving changes.
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3. Have the models go dark when unpowered. Shader their emissives black (and conversely, pulse them when active). Withhold any particle emission when dark. This is a bit more involved than just doing a sound, but much less involved than creating proper animations.
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3. Have the models go dark when unpowered. Shader their emissives black (and conversely, pulse them when active). Withhold any particle emission when dark. This is a bit more involved than just doing a sound, but much less involved than creating proper animations.
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Overall i think 1&3 could be practical and sufficient.
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Overall i think 1&3 could be practical and sufficient.
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@Licho also wanted power grid to be drawn as actual cables on the terrain. That'd be great. Especially if wires could be destroyed separately; however, that's a fairly massive design change and a decent amount of work.
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