• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 63 64 65 66 67 … 547 Next »
Jump Sequence stuff.

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (2): 1 2 Next »
Jump Sequence stuff.
Offline thisDerius
10-26-2016, 05:48 PM,
#1
Badass Donut Muncher
Posts: 1,068
Threads: 104
Joined: Apr 2015

So I had an idea of changing the jump sequence a bit and to make it more interesting.

The current one is all the same and is getting really boring bit by bit.

So, Laz decided to recolor them a bit to make them cool and it would be interesting to make them to correspond with the houses.



The red one would be in Bretonia and to access the border systems from Bretonia



The green one would be for Rheinland and to access the border systems from Rheinalnd



The purple one would be for Gallic systems and to access the border systems from Gallia


Do tell me what you think. This would be a great addition in the game.

[Image: YBCOHag.png]
Reply  
Offline Angry Zoner
10-26-2016, 05:52 PM,
#2
Member
Posts: 82
Threads: 7
Joined: Jan 2015

Quote:it would be interesting to make them to correspond with the houses.

Best idea in a while. And I doubt it's that hard to implement - so with all power vested in me, I pro- I mean, I second that.

/signed

[Image: DypXCiJ.gif]
[+]Characters
    • ♥ James Duvall, Zoner; Blistering.Sky's captain
    • ♣ Adrien Vega, Zoner; Blistering.Sky's first officer
    • ♠ Jackson Telford, ex-con, Zoner, Ceannarcach
[+]Do not open if unauthorised
[Image: INHGNc4.gif]
Reply  
Offline Internity
10-26-2016, 05:55 PM,
#3
Member
Posts: 726
Threads: 12
Joined: Feb 2008

It looks interesting. Do not over saturate the colors or many of us will have to minimize the game during jump sequences. Would really hurt my eyes if you would add too much color. Make it just a tint of red , green and purple.

LNS Ithaca
Reply  
Offline thisDerius
10-26-2016, 05:59 PM,
#4
Badass Donut Muncher
Posts: 1,068
Threads: 104
Joined: Apr 2015

(10-26-2016, 05:55 PM)Internity Wrote: It looks interesting. Do not over saturate the colors or many of us will have to minimize the game during jump sequences. Would really hurt my eyes if you would add too much color. Make it just a tint of red , green and purple.

The saturation, lightness and all that is practically the same as the default. This is literally a recolor.

[Image: YBCOHag.png]
Reply  
Offline Sombs
10-26-2016, 06:03 PM,
#5
Three orange cats in a mech
Posts: 6,829
Threads: 503
Joined: Feb 2014

It's actually really easy to implement, since you have to set the specific "warp_tunnel" when you create a jump hole/jump gate. Like, the usual jump tunnel we use is specifically called "gate_tunnel_bretonia".




Uncharted System Stories: 18 | 32 | 34 | 37 | 38 | 85

Templates: Character | Transmissions



Reply  
Offline Ramke
10-26-2016, 06:09 PM,
#6
Member
Posts: 1,771
Threads: 76
Joined: Dec 2008

I would very much love to see different effects and colours to change things up a bit. The Nomad one is great, but very rare.

Gallia should definitely have a different colour or effect, imo.

[Image: Ramkerawr.gif]
Reply  
Offline DarkTails
10-26-2016, 06:10 PM, (This post was last modified: 10-26-2016, 06:11 PM by DarkTails. Edit Reason: Derped Spelling )
#7
Goddess of Boop
Posts: 1,785
Threads: 119
Joined: Aug 2016

It looks pretty awesome and is a great idea.
Reply  
Offline thisDerius
10-26-2016, 06:10 PM,
#8
Badass Donut Muncher
Posts: 1,068
Threads: 104
Joined: Apr 2015

I was also thinking this:

Use corresponding colors for jump gates of each house

and other corresponding colors for jump holes of each region.

You get me?

[Image: YBCOHag.png]
Reply  
Online TheSauron
10-26-2016, 06:17 PM,
#9
Local Gaian
Posts: 2,552
Threads: 376
Joined: Aug 2013

(10-26-2016, 06:10 PM)thisDerius Wrote: I was also thinking this:

Use corresponding colors for jump gates of each house

and other corresponding colors for jump holes of each region.

You get me?

I personally do not see a reason for jumpholes to differ between the regions. They are a "natural" thing, after all, and do not depend on tech used in that particular house. What would work better, in my humble opinion, is jumpholes having their own, more chaotic/unstable tunnel animation that reflects their nature.


One MD Admiral
Reply  
Offline thisDerius
10-26-2016, 06:34 PM,
#10
Badass Donut Muncher
Posts: 1,068
Threads: 104
Joined: Apr 2015

(10-26-2016, 06:17 PM)TheSauron Wrote:
(10-26-2016, 06:10 PM)thisDerius Wrote: I was also thinking this:

Use corresponding colors for jump gates of each house

and other corresponding colors for jump holes of each region.

You get me?

I personally do not see a reason for jumpholes to differ between the regions. They are a "natural" thing, after all, and do not depend on tech used in that particular house. What would work better, in my humble opinion, is jumpholes having their own, more chaotic/unstable tunnel animation that reflects their nature.

That /would/ require changing the pattern on it, which I think, is not possible. But I like your idea too.

[Image: YBCOHag.png]
Reply  
Pages (2): 1 2 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode