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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Cap. projectile effect ideas for the future

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Cap. projectile effect ideas for the future
Offline Syrus
10-13-2013, 07:08 PM,
#1
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Posts: 1,583
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Joined: Mar 2010

I'll just make a short list of some ideas, don't have the proper time to write some big entry as I normally do and most people don't read text walls anyway. :/

1st: Mortars.
Using the old effects with the new effects' colors and explosion.
Or even make faction-mortars with the old effects, recolored for every faction that has mortars?*

2nd: Primaries and secondaries
Using the vanilla effects for the primaries. Somehow they just had a nostalgic feel to them. I miss them, to be honest. The new effects are nice and all, but just not as Freelancer'ish.

3rd: Cerberus / Heavies
Using the new Primary turret projectile effects for new faction "Cerberus" / Heavy turrets instead.

* In vanilla guns had an effect template and would just be recolored by an .ini file (beam_effects.ini) as I understand it. Maybe such would be possible for that as well?


(Heh, maybe I'm just a nostalgic, but such small stuff slowly takes away from the vanilla feeling for a cap-lover...)

[Image: 7tAtSZe.png]
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Offline Omicron
10-13-2013, 08:37 PM,
#2
The Order
Posts: 4,745
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Joined: Nov 2009

To be honest I dont remember well how capguns looked like in vanilia since... we as players were not able to use them.

[Image: E9d8RnV.jpg?1]
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Offline Syrus
10-13-2013, 08:45 PM,
#3
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Posts: 1,583
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Joined: Mar 2010

.85 still had the vanilla effects, they were changed in .86.

[Image: 7tAtSZe.png]
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Offline Omicron
10-13-2013, 09:30 PM,
#4
The Order
Posts: 4,745
Threads: 386
Joined: Nov 2009

Post screenshots of projectiles, I still dont know the difference.

[Image: E9d8RnV.jpg?1]
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