<!--quoteo(post=1759786:date=Mar 18 2010, 09:05 AM:name=tjosan)--><div class='quotetop'>QUOTE (tjosan @ Mar 18 2010, 09:05 AM) <a href="index.php?act=findpost&pid=1759786"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well there is a small pro to not showing it which is that you will have to actually engage the enemy and report what happened to your team for everyone to find out. This is neat if it has an actual effect on how you respond to aggression (ie armor 1 in the original ns). However who cares... new textures are neat.<!--QuoteEnd--></div><!--QuoteEEnd--> I think it could add to that at it's best. Right now for example recognizing weapon upgrade level (with default tracers at least) is a bit of guessing most of the time. With more visible upgrades, the teams could probably recognize upgrade patters and strategies a bit more. For example seeing weapon 1 late in the game could possibly indicate investment in AA.
In starcraft the visible upgrades have worked wonders on higher competetive games. Seeing the enemy upgrade facilities and upgrade levels helps you get an idea of the opponent strategy and timing. Things like that are extremely rewarding use of game sense and knowledge.
<!--quoteo(post=1759788:date=Mar 18 2010, 01:39 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Mar 18 2010, 01:39 PM) <a href="index.php?act=findpost&pid=1759788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seeing the enemy upgrade facilities and upgrade levels helps you get an idea of the opponent strategy and timing. Things like that are extremely rewarding use of game sense and knowledge.<!--QuoteEnd--></div><!--QuoteEEnd--> This is what I would love to see even if it was partly guessing.
<!--quoteo(post=1759788:date=Mar 18 2010, 03:39 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Mar 18 2010, 03:39 AM) <a href="index.php?act=findpost&pid=1759788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seeing the enemy upgrade facilities and upgrade levels helps you get an idea of the opponent strategy and timing. Things like that are extremely rewarding use of game sense and knowledge.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh man, we should totally waste a Skulk to rambo into the Marine base to see if we can spot the armory shaking and upgrading. =]
Upgrades that give no Physical Effect by Visualation = Should have a Model/Texture change.
A non-example of above would be Celerity. This is because you see all the Kharaa moving faster.
Carparace would seem like an example for this visual change, but there is a way around it to "save model/texture rendering resources".
When a Kharaa gets a Carparace Upgrade, whenever it is hit it produces a lot less grunting/hurting/pain damage sounds.
Adrenaline would be the example to use, assuming there is no shader/sprite effect for when Adrenaline is Regening. An effect for Adrenaline Regen could be Orange Glowy Sprites around the Kharaa, if you want an example.
So really, this only makes sense if you can not represent the Upgrade in any way possible, from Marine Feedback through the Hud(Hit Damage Sprites/Sounds, Sounds(in general), or by any Shaders/Sprites.
If none of those are applicable, then you are forced to create a new Model. Attachable is better because it doesn't force you to recreate the whole model. (Save some MB in the NS Folders.)
Sound markers, while nice for augmentation, are notorious for being inaccurate.
Really the original idea dealt with mainly a texture modification, maybe an add-on model or bindable particle effect. Not an entirely new model.
If we really wanted pure transparency, we could also add death screen info. A little screen you could expand to see what it was your opponent had when they killed you. But not a kill cam. I hate kill cams. And since we don't have snipers, not a huge need.
just a few examples. I somehow would like some sort of low sparkling effect on regeneration. Of course, if you have cloaking there is NO effect whatsoever, even from the other upgrades.
The problem is breaking immersion. Making the highlights of armor/weaponry change color is acceptable. Speedlines are stretching it. Applying 2D spray art, not so much.
I don't know, speedlines where a retarded idea to be funny, but the sparkling is very well possible: Airborne bacteria clump together to reform lost tissue and other matter in / on a lifeform. There you have your sparkling.
This is where Sparkly Sprites can be very useful(as stated).
They are like the Bloom of Level Design, but for Player/Weapon Models. Throw some in, and the game becomes 102% more pretty/interesting as long as it is not overdone.
Weapon upgrades are already signaled by the amount of shown tracers. They just don't show up in very obvious way without some customization, at least I can't still tell the difference consistently after playing NS for 6 years or something. Making that difference a bit more visible would be a subtle way of showing upgrades.
This (delayed upgrades) is kind of realism I don't want in NS. Nothing beats the excitement when W2 or W3 goes up during a hiverush and BAM fade down.
Textures for different upgrades is not a bad idea. Indeed it could add something to teamwork and scouting.
I know that realistic WW2 flight simulators demand you to go back to base to refuel, but that kind of stuff just is not necessary for fast-paced games like NS.
Comments
I think it could add to that at it's best. Right now for example recognizing weapon upgrade level (with default tracers at least) is a bit of guessing most of the time. With more visible upgrades, the teams could probably recognize upgrade patters and strategies a bit more. For example seeing weapon 1 late in the game could possibly indicate investment in AA.
In starcraft the visible upgrades have worked wonders on higher competetive games. Seeing the enemy upgrade facilities and upgrade levels helps you get an idea of the opponent strategy and timing. Things like that are extremely rewarding use of game sense and knowledge.
This is what I would love to see even if it was partly guessing.
Oh man, we should totally waste a Skulk to rambo into the Marine base to see if we can spot the armory shaking and upgrading. =]
A non-example of above would be Celerity. This is because you see all the Kharaa moving faster.
Carparace would seem like an example for this visual change, but there is a way around it to "save model/texture rendering resources".
When a Kharaa gets a Carparace Upgrade, whenever it is hit it produces a lot less grunting/hurting/pain damage sounds.
Adrenaline would be the example to use, assuming there is no shader/sprite effect for when Adrenaline is Regening. An effect for Adrenaline Regen could be Orange Glowy Sprites around the Kharaa, if you want an example.
So really, this only makes sense if you can not represent the Upgrade in any way possible, from Marine Feedback through the Hud(Hit Damage Sprites/Sounds, Sounds(in general), or by any Shaders/Sprites.
If none of those are applicable, then you are forced to create a new Model. Attachable is better because it doesn't force you to recreate the whole model. (Save some MB in the NS Folders.)
Really the original idea dealt with mainly a texture modification, maybe an add-on model or bindable particle effect. Not an entirely new model.
If we really wanted pure transparency, we could also add death screen info. A little screen you could expand to see what it was your opponent had when they killed you. But not a kill cam. I hate kill cams. And since we don't have snipers, not a huge need.
Armor 1 / 2 / 3 - different colored hit flashs from beat em ups like street fighter
Weapons 1 / 2 / 3 - different amount of smokepuffs on shooting
Celerity - <a href="http://apps.corel.com/painterix/training/tutorials/tut_inking_11.jpg" target="_blank">speedlines</a>
just a few examples. I somehow would like some sort of low sparkling effect on regeneration.
Of course, if you have cloaking there is NO effect whatsoever, even from the other upgrades.
The problem is breaking immersion. Making the highlights of armor/weaponry change color is acceptable. Speedlines are stretching it. Applying 2D spray art, not so much.
They are like the Bloom of Level Design, but for Player/Weapon Models. Throw some in, and the game becomes 102% more pretty/interesting as long as it is not overdone.
/+10YES!!!TRUTHZ
Textures for different upgrades is not a bad idea. Indeed it could add something to teamwork and scouting.
I know that realistic WW2 flight simulators demand you to go back to base to refuel, but that kind of stuff just is not necessary for fast-paced games like NS.