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Post by ddzirowan on Aug 3, 2018 17:34:03 GMT
Do weapons really need tracers to know where their shots are going? Do they even need to know where their shots are going in the first place? I feel like they were added only so WE could see the shots. I hope i'm wrong because i would hate to have invisible shots. And i'm going to suggest that if tracers aren't really needed.
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Post by AtomHeartDragon on Aug 3, 2018 18:27:32 GMT
Bbut I like my purty, colorful streams of death... Ok, they could be less numerous and somewhat dimmer.
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Post by AdmiralObvious on Aug 3, 2018 22:40:59 GMT
Tracers arent really necessary, especially since we assume that the weapons are controlled by a computer, instead of an individual man.
However, there could be cases where, if there's any debris you don't know about in the path of the target, the tracer could help you figure out as to why you aren't actually hitting your target.
In CDE, it's basically irrelevant, we don't have Kessler syndrome in the orbits of planets.
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ghgh
Full Member
Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Aug 4, 2018 11:27:26 GMT
I think they are definitely too bright and numerous and they are unnecessary, especially considering that the shots could be seen by thermal imaging ( you are pumping many megawatts of power into each shot). However, they are fun and really don't have a significant effect on the performance of the spacecraft/weapons/evasion for that reason I think they should stay. Maybe tying in the ROF/velocity with the number of tracers shot would be a good balance (my graphics card weeps every time I get a reload time below 90ms.)
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Post by AtomHeartDragon on Aug 4, 2018 11:53:37 GMT
One of the advantages of tracers is that with mixed battery you can actually see what is doing what. You wouldn't get that with thermal imaging, and it would be hard to convey this information to the player in any other way.
Slightly less luminous tracers (something along the lines of current Indium Gallium Arsenide) would be a plus, capping tracers (per weapon) to some fixed and relatively low count per second (used to auto calculate tracer mix), would be a big improvement as well and performance friendly.
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Post by ddzirowan on Aug 8, 2018 18:54:44 GMT
Also, the pilots inside would be seeing a projection of the incoming projectiles's trajectories in their screens. Actually that would make the game lag even more, but it would be more realistic. :/ Also, why do we need to see what weapons are firing? We can check that in the ship's tactial menu. If we need to check a specific turret we could select that and have some more info, like "no target in range", "aiming", "firing" and "not enough energy".
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