![]() ![]() Once zoomed out there should be icon overlays. So, if I get this right, what you are basicly saying is, that we should use 3D models for sub systems if the player is zoomed in. Then you say, that an icon system can't be avoided and your last sentence has nothing to do with any of this. ![]() First you are saying that the ships would be obscured under those icons. Your overall argumentation seems a bit vague to me. ![]() Much better than 3d meshes for sub systems anyway, because 3D models of weapons are irrelevant too, if the ships are only 3px big. I think a mix of fixed ship models and icon overlays for sub systems could work pretty nice. The beauty of a ship model is irrelevant if it's only 3 pixels big. Even if we brutally ignore realistic scale, (as more or less we must) our system-battle maps will probably be quite big. Weather or not we use this sort of basic symbolic approach for everything or not, i'm pretty certain that the display will need to move in this direction as the map is zoomed out. The following are too simplistic for our needs, but these show the general ball-park: Rather than attempt to photo-realism, space battle could be like the condensed but data-rich symbolic display that a battle commander might use. Of course there is a completely different method of displaying combat which is worth discussion. It seems mostly likely that such a system would result in the ships being much/mostly obscured under icons and data. Pd wrote:The weapons or other systems, that a ship is equipped with could be shown with icons floating next the ship.Ĭan you provide an example of a game (with comparable complexity of ship design) that uses such a system- preferably one that's not turn-based? ![]()
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