The twinkling stars have certainly improved the night skies, but not enough, like Syringey I also immediately exit a night map multiplayer. Which can get tedious when you get four nights in a row...
1) I have a suggestion for an improved colour scheme. I'd show you but its too hard to post pictures on this forum, so in words:
Currently the night scheme is roughly, descending, 70% black, 10% very dark blue, 10% dark blue, 5% darkish blue, 5% light blue shades, ground
I propose that a better, but still recognisably night, would be something like:
20% black, 15% very dark blue, 50% dark blue, 10% darkish blue, then 5% light blue shades, ground
2) I still think my earlier idea that the weather/time of day should be generated randomly AFTER the multiplayer game begins, with a nice (and easily programmed) transition effect is GREAT.
It's funny you say that. Yes; that can done already... I THINK. I know where the images and strings are but if it would have a real effect in-game would need extensive testing.
You can have lamps with basic commands. You could probabaly have headlights with some tweaking; but I'm not sure.
Positive it could be pulled off I'm just not sure about the how. There's two possible routes and one of them is the actual lighting, the other is a modified module decal. If either work... dunno, one of you should try it fosho.
edit A reason I wont approach it right now is because not even positive I'll support Bump Maps; which would come in handy for this type of effect. It's not that I can't; it's the front end load time that's very unattractive on a fresh expansion. It will be optional; and this type of effect is borderline demand for what I'd replace (Telescope).
I really like the idea of having ships lit up at night. It bothered me that all my crew was running around in a pitch-black ship.
And for the spotlights, maybe they could be part of certain weapon modules. Aren't there sheets that modify what a module looks like during different conditions? I know there's something like that under the generated files. It could be made as part of the barrel so the light shines where it's aiming.
The new version has the ships illuminated against the night sky, and this seems to have solved the problem (at least for me) of night being unpleasant to play.
Commander
The twinkling stars have certainly improved the night skies, but not enough, like Syringey I also immediately exit a night map multiplayer. Which can get tedious when you get four nights in a row...
1) I have a suggestion for an improved colour scheme. I'd show you but its too hard to post pictures on this forum, so in words:
Currently the night scheme is roughly, descending, 70% black, 10% very dark blue, 10% dark blue, 5% darkish blue, 5% light blue shades, ground
I propose that a better, but still recognisably night, would be something like:
20% black, 15% very dark blue, 50% dark blue, 10% darkish blue, then 5% light blue shades, ground
2) I still think my earlier idea that the weather/time of day should be generated randomly AFTER the multiplayer game begins, with a nice (and easily programmed) transition effect is GREAT.
Commodore
Woah.. "transition effect" +1.
Midshipman
What about running lights for Airships ? Perhaps lit name-plates ?
And Flood lights as decoration / spotters?
Also sparks / hot-cinders from Coal furnaces / exhaust plumes ?
Of course these lights would be triggered / controlled by the time-of-day; e.g. 0600-1800.
Things like warning beacons for towers, running lamps for ships, lamps on name-plaques, Vehicle tracking Arc-lamps for both airships and AA-towers.
Perhaps the spotter lamps could give a small boost to night time tracking (at the cost of becoming a more obvious target as well)...
[Some lamps are decorative, others are standard-modules]
Commodore
that wouldn't fit well with the steampunk genre...
Commodore
It's funny you say that. Yes; that can done already... I THINK. I know where the images and strings are but if it would have a real effect in-game would need extensive testing.
You can have lamps with basic commands. You could probabaly have headlights with some tweaking; but I'm not sure.
Commodore
The floodlights idea is just for cosmetics right?
Commodore
Lights should definitely be added, they should come standard in corridors.
Imagine a wounded flagship plummeting out of the sky as the lights flicker like the Titanic.
Commodore
Mm I personally wouldnt like that. It would ruin the feel of the game if every ship is a walking lightbulb you know?
Commodore
Positive it could be pulled off I'm just not sure about the how. There's two possible routes and one of them is the actual lighting, the other is a modified module decal. If either work... dunno, one of you should try it fosho.
edit A reason I wont approach it right now is because not even positive I'll support Bump Maps; which would come in handy for this type of effect. It's not that I can't; it's the front end load time that's very unattractive on a fresh expansion. It will be optional; and this type of effect is borderline demand for what I'd replace (Telescope).
Lieutenant
I really like the idea of having ships lit up at night. It bothered me that all my crew was running around in a pitch-black ship.
And for the spotlights, maybe they could be part of certain weapon modules. Aren't there sheets that modify what a module looks like during different conditions? I know there's something like that under the generated files. It could be made as part of the barrel so the light shines where it's aiming.
Midshipman
The Crows-Nest seems like a good place for a spotter-lantern or search light.
Also I'm not implying any of these are electric-lights; Carbide lamps would fit the theme well.
It also allows a full-on Nighttime setting - where darkness has a major tactical effect.
E.g. Stay hidden and stealthy (but can't hit targets accurately) or flip the switch and 'light-it-up' both figuratively and literally.
Commander
The new version has the ships illuminated against the night sky, and this seems to have solved the problem (at least for me) of night being unpleasant to play.