Suggestion: Use weapon color intensity/brightness be an indication of modification-level

Suggestion: Use weapon color intensity/brightness be an indication of weapons modification-levels

Probably "too hard" to implement, maybe it is already doing it this way but I have simply not noticed:

Use the brightness and sharpness of weapons visual effects (also possibly audio effects) as indication(s) of the level of weapons modifications on the firing ship:

"Stock" weapons = comparatively dull and not very bright (beams, tracers, etc.).
"Some" modification = a bit brighter but not any or just a little sharper. Enough to tell.
"More" modification = Very noticeably brighter as well as sharper than stock. Enough to easily tell.
"Fully" modified = Very sharp, very loud, exaggerated, so bright and intensely colored it makes you blink to look at it with the opportunity to add exaggerated "special" visual effects for secondary weapons effects indications. Can't miss it, you know these weapons are maximum modified the second he opens up.

Obviously since weapons are modified unevenly the effects would have to be applied per weapon.

This would increase visual and audio diversity in the game ( it would add more visual stuff and look really cool with all the varying colors and intensities of weapons) as well as increase player situational awareness and immersion (CMDRs could make better strategic decisions if they know immediately when attacked what levels of weapons modifications they are dealing with).

Just a suggestion. o7
 
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I don't want to throw too much at FDev at once, things get "too hard" too quickly. o7
I just throw everything out there as I think of it.

I have a feeling they just write down the good ideas on sticky notes.

However, If they write down all of my ideas, I assume their office looks something like this...
112446.jpg



Which could explain why we don't hear from them that often...
:D
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander JetsonRING!

A completely reasonable idea, but would be a little problematic for us for the following reason: we use intensity (for want of a better word - it includes size and brightness) for weapons already, based on damage, I believe. Incidentally, I do think this ties in with your suggestion a little, as weapons modified to deal more damage do increase this effect, though it can be relatively subtle.

When a weapon has been modified to have an experimental effect, we also change the overall look/effect.
 
Hello Commander JetsonRING!

A completely reasonable idea, but would be a little problematic for us for the following reason: we use intensity (for want of a better word - it includes size and brightness) for weapons already, based on damage, I believe. Incidentally, I do think this ties in with your suggestion a little, as weapons modified to deal more damage do increase this effect, though it can be relatively subtle.

When a weapon has been modified to have an experimental effect, we also change the overall look/effect.

Could the particular colour shade give an indication of modification?
 
I've noticed this on beam/pulses that use the 'transfers more heat to enemy, the hotter you get' effect (sorry, cant remember the correct name of the modifier used). The beams/pulses get thicker/brighter.

How about a sound change? volume/pitch/sustain? All very subtle I know, but it all adds up.
 
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