This suggestion is that the red squares in the blood spurt particle effect stick to the background and foreground layers in the airships, and stain the floor.
When it sticks to the background, it would become darker like the background layer. When it sticks to the foreground, it wouldn't show on the transparent part of the sprite. When it sticks to the floor, it sticks as a line along the floor instead of a square.
Also, the blood would be slightly transparent so that you could still have an idea of what it landed on.
Also, I think the blood color should be much darker, but that's off topic.
Color-wise, we could distinguish between arterial and venous blood spurts. :P
Ooh. When would arterial blood spurt? When a crewmen it killed?
Since you're going to update crew animations, I think it's good a time as any to bump this.
I think you could implement dynamic wall-sticking blood spurts in a similar way you added dynamic lighting. You could even use the same bump sheets.
Also - perhaps the limbs of dead crewmen could fly off?
On a side note.
Something i have wanted in airships for a VERY long time is to see crewmen fall from an airship when the module they're standing in is destroyed.
(Something like a dramatic falling animation which turns back into a dead crewman when it hits the ground)
Also, could marines/sailors have the ability to hide behind cover when being shot at?
Air Lord, Engineering Corps
Cover sounds like too much of a rewrite to add in.
However sailors could go the way of the Zouave from ironclad tactics and have a chance to crouch and half their hitbox height (dodging bullets).
Sort of what i meant. But, how hard could it be to make it that the sprite is temporarily replaced by an animation of a marine/sailor crouching in the background?(It could only be done behind a tree or door)
Actually, I think it would be a great idea if both air sailors and air marines ducked behind cover/into the background and only got hit 50% of the time in that position. It wouldn't make anything more unbalanced, because everyone still has the same chance of getting hit, but boarding actions would last a bit longer. Aside from looking better, it would also mean you couldn't have papier-mâché airships win fights immediately because they were full of boarding crews.
The ducking action could just an animation of the marine/sailor stepping backwards and then going a bit darker to show he/she's in the background.
dont know if sprites can be maintained in the background though.