Forums » Suggestions
Ambience & Immersion: ideas for eyes & ears after not a lot of ingame time
NOT about game play, which means these are not high priorities for a small release update, but my theory is they'd make the game more compelling on a different level.
Making a slightly greater distinction between the visual effects for worm holes versus jump points, particularly jump points coming out of an ion storm, would lend some environmental depth. The visuals are really great, frankly, but if things went bluer (for example) coming out of an ion storm it would add some variety. There's a LOT of jumping in and out, after all.
That's on the level of eye-candy; it wouldn't have much impact on play, obviously.
When my ship has taken damage, and it's burning and smoking outside (in space, where there's no air...) why doesn't the cockpit get a little smokey, too?
On nearly that same level, but more "ear" candy:
When I zip past a small rock as I emerge, or even just flying around, it could thump off the hull, and less often leave a mark on the glass... the game is very forgiving about such collisions from the standpoint of repair.
Seems to me that a mining operation that's sucking stuff in would involve a noise like rocks in a vacuum hose, and likely they should be calculated stereophonically, and as randomized as possible. Loops for engine noise are great (am I missing changes when damage happens?) but a few randomized thumps and bumps as chunks tumble through the funnel and into the hold would tickle my fancy, while further distinguishing mining.
Lastly, a combination of "ambience" with a play-wrinkle mixed in:
When I take damage it seems that sometimes it would involve a hull breach that would threaten cabin pressure. Should a mask drop down for the pilot? Possibly so, with a hose that sways as the ship changes vector, but definitely there should be some warning, perhaps a hiss or even an automated voice, and a "hurry back to station" condition before you run out of air. At the end things might gray out or fade to black...
(There, is that enough for my first post here? I did search a bit on the wormhole idea, and all the recent talk seems to be about the creation of some nexus...)
Making a slightly greater distinction between the visual effects for worm holes versus jump points, particularly jump points coming out of an ion storm, would lend some environmental depth. The visuals are really great, frankly, but if things went bluer (for example) coming out of an ion storm it would add some variety. There's a LOT of jumping in and out, after all.
That's on the level of eye-candy; it wouldn't have much impact on play, obviously.
When my ship has taken damage, and it's burning and smoking outside (in space, where there's no air...) why doesn't the cockpit get a little smokey, too?
On nearly that same level, but more "ear" candy:
When I zip past a small rock as I emerge, or even just flying around, it could thump off the hull, and less often leave a mark on the glass... the game is very forgiving about such collisions from the standpoint of repair.
Seems to me that a mining operation that's sucking stuff in would involve a noise like rocks in a vacuum hose, and likely they should be calculated stereophonically, and as randomized as possible. Loops for engine noise are great (am I missing changes when damage happens?) but a few randomized thumps and bumps as chunks tumble through the funnel and into the hold would tickle my fancy, while further distinguishing mining.
Lastly, a combination of "ambience" with a play-wrinkle mixed in:
When I take damage it seems that sometimes it would involve a hull breach that would threaten cabin pressure. Should a mask drop down for the pilot? Possibly so, with a hose that sways as the ship changes vector, but definitely there should be some warning, perhaps a hiss or even an automated voice, and a "hurry back to station" condition before you run out of air. At the end things might gray out or fade to black...
(There, is that enough for my first post here? I did search a bit on the wormhole idea, and all the recent talk seems to be about the creation of some nexus...)
Intra-system jumps used to have a visual representation different from the ones wormholes had. There were a few discussions on the subject, cf. http://www.vendetta-online.com/x/msgboard/3/11326?page=2#146307 and http://www.vendetta-online.com/x/msgboard/1/11290#132939
As for the mining, there is no clear consensus as to how it works, but my personal favourite is that the rocks are disintegrated and a stream of matter, split up to molecular level, is routed into special holding cells. Who knows. Your suggestion sounds fun, though.
As for the mask dropping down... since the 'cockpit' we see is (probably) a compound view of outbord optical systems, there would be no 'inside' of the ship to see.
As for the mining, there is no clear consensus as to how it works, but my personal favourite is that the rocks are disintegrated and a stream of matter, split up to molecular level, is routed into special holding cells. Who knows. Your suggestion sounds fun, though.
As for the mask dropping down... since the 'cockpit' we see is (probably) a compound view of outbord optical systems, there would be no 'inside' of the ship to see.
Yeah, the mask was a stray thought - the notion flowed from the precious nature of a breathable atmosphere inside the hull, which somehow never seems to be punctured even though there must be oxygen escaping from somewhere to sustain the visual effects of the burning visible from the outside perspectives following "damage."
I'm not overly worried about the technical basis for the mining, just thinking it's usually not a clean, quiet sort of work.
I'm not overly worried about the technical basis for the mining, just thinking it's usually not a clean, quiet sort of work.
If I were to design a small, one-seater fighter craft for space use, I'd make the pilot wear a sealed suit with autonomous air supply.
I like most of these ideas. Just "candy" type stuff, but neat. Maybe some warning beeps when you get hit or close to BOOMing would be cool.
@toshiro: I prefer to wear a jock-strap and a hockey mask when I pilot my ship. Internal cabin pressure is a must!!
@toshiro: I prefer to wear a jock-strap and a hockey mask when I pilot my ship. Internal cabin pressure is a must!!