Open orangep9 opened 4 years ago
this and "emissive" elements that don't have an actual light to them so they save on performance
@Aiwii I'm looking for something more like an emissive than a light, I just want emmissives that can be resized that maybe produce a small light radius.
This is both a technology issue and gameplay issue. First scalable light are problematic to have code wise. Then for gameplay I would prefer to have glow reserved for system so the player knows what to shoot. Thanks
i wouldn't worry too much about players knowing what to shoot vs making pretty things. alternatively you could add a thermal scan (option in cameras) thing #2172 . also, having "decoy" targets would make an excellent tactic. as for the technological issues there are ways of making it work. an example would be increasing the size and intensity of the light linearly (1 tile size = 1x light 8 tile size = 8x) and positioning it at the median point.
You can change the light intensity by using a sequencer gate linked to said light if you are looking for glow as opposed to full-on light. In case that helps?
not... exactly what what was being talked about, but good to know nonetheless...
If you're thinking of implementing a scanner brick to show a player which systems they can target, why do you also need to reserve the glowing effect for systems? The majority of systems are beneath the hull so you can't see anything glowing on them, I don't see the benefit of that for combat. The glowing elements are so small that you can't see them unless you are very close, which isn't always a good range for combat either especially if you're using a sniping barrel to snipe those systems.
It would be really nice to have resizeable lights especially the light tube. they can be used for things like star trek style warp cores and being able to resize the other ones into larger strips can be useful for things like hallways.
Edit: I'm looking for something more like an emissive for a warp core or cool glowing effects in halls.