but the fact remains - the effects were taken due to limited resources
- one is a shield bubble
- the other is a planets atmosphere for heavens sake
instead of the bubble, i almost picked the lightning storm or a looped impact effect. considerations were made based on
- what hardpoints can i use
- how large or small are the effects
- does it produce unwanted clipping
- does it support the intended visualization of the RP
so - for example...
one of my non BHG ships uses a BHG engine effect in red - why? - cause it looks good on it. but with that logic - i can see the next random corsair or order to pop up and accuse my ship for flying BHG tech - yay. down goes the customization of ships "for fun".
whats next - accuse a player for making use of a certain running light colour, cause it is a trademark of a hostile faction? - it is nitpicking - but sometimes a light is only a light, an engine effect is only an engine effect and a shield bubble is only a shield bubble. it is pointless to over interpret visuals - at least when you do it unilaterally.
visual effects CAN be a great basis for roleplay - if you do it WITH the other player - not against them.
it is nothing but a birthchild of limited effects to choose from
much ado about nothing - really. fact is - its not nomad
but if it causes so much drama - doc as an admin can simply remove the effect if he likes - deed done - if THAT is what makes ppl happy. - cause right now - it seems there are a lot more unhappy ppl than happy people due to that
and just for treewyrm - although you know it anyway:
nomads are great - but not gods. and when it comes to waging war - humans are better due to having had "a lot more experience killing others" - but i really do not remember any original vanilla lore about the shield bubble around the arch - and i won t play through the campaign just to make a point. so i can only take your word that it is human/nomad tech - not that it matters for that kind of discussion anyway.
edit: also yes - the vanilla lore does not apply to disco - cause igiss once chose to make the extended intro canon - which shows nomads as a military superpower able to destroy planets. but in the vanilla story - nomads are much more interesting than the "default alien blows up your planet and now you can get revenge" - instead they are "alien being invaded by humans who have known nothing but warfare for who knows how long - and your hero wages war against the actual natives"
If you want an effect that doesn't look exactly like nomad shield bubble then there are options here:
A) Learn how to do custom effects, which isn't difficult at all and I had published documentation on format and tutorial. Here there is even more.
B) Ask me to make an effect that would look distinctively different. Anything from this to this or whatever really...
Then you get the fancy bling FX when update rolls out. So I have to assume the problem is with you guys being communication impaired/challenged to do something as simple as request a developer on team specialising in exact type of visual stuff to do something unique for em.
We don't have a problem here that necessitates heavy reuse of particle effects. It was a problem a while ago, yes, just like custom hitboxes were a problem too. It ain't anymore and nor this too.
Simple enough.
Next on. Have I ever said they were gods or something? Nope. What's the point of linking me that doc if I had stated in disco nomad lore exactly that it is largely based on criss todd's stuff? To your edits: straw man argument much? Try better next time, my icelanding artsy friend.
(08-05-2014, 12:51 PM)Jinx Wrote: so here is a solution
go ahead - make a shield bubble that fits and does not look nomad - it ll replace the current one - and everyone is happy.
Then make a description of how it should look, provide color choices and so on. I don't like to waste time redoing things when a customer isn't even sure what he wants. Descriptions, perhaps reference images, be it concept art pieces or screenshots from another game. Keep in mind there are of course technical limitations in what is possible with freelancer own particle system engine, so certain things might be not available here. For a reference I'd say I could recreate majority of effects that you may see in Diablo 3, strange as it may sound but I used it to learn visual effect techniques and how to apply them to FL.
(08-05-2014, 11:07 AM)Sabre Wrote: i also agree with this. sure, we could let the order have a full look, but whats to stop them still staying its nomad when they find out it isnt?
Nothing is to stop them.
Suddenly getting uppity towards a hardcoded ally of yours and not working to preserve the alliance by roleplaying differently and seizing the opportunity to make some more roleplay about The Order coming onboard and scientists studying things was your course of action.
You made hostile roleplay instead of research roleplay. Quite interesting choice.
If anyone actually checks the thread, The Order Admiral character wants to check over the ship, not pew the living daylights out of TAZ. (And check over doesn't mean read your scientific reports, it means making his own.)
Could have contacted Golanski and arranged for that to happen OOC? Did you? You berated me for not contacting you and instead making Parkes flee, so let's hear how you played it.
(08-05-2014, 12:25 PM)Jinx Wrote: much ado about nothing - really. fact is - its not nomad
but if it causes so much drama - doc as an admin can simply remove the effect if he likes - deed done - if THAT is what makes ppl happy. - cause right now - it seems there are a lot more unhappy ppl than happy people due to that
The problem isn't the shield bubble, but that, as you said, some people unilaterally decide what their characters observed and drawn conclusions of against the will of others, which is if not outright powergaming, then still pretty close to it.
With that said, our dear Trollanski has seemingly went on an ooRP crusade against TAZ, but the very foundations of the Persephone-nomnom-tech debate has been shaken, the arguement has been rendered moot.
Honestly, I'd consider it powergaming if my character observes a nomad shield fx and other people tell me ooRPly that my character must not see a nomad shield fx in it and any conclusion that it could be of nomad origin is wrong.
(08-05-2014, 01:38 PM)Thyrzul Wrote: The problem isn't the shield bubble, but that, as you said, some people unilaterally decide what their characters observed and drawn conclusions of against the will of others, which is if not outright powergaming, then still pretty close to it.
(08-05-2014, 01:44 PM)LordVipex Wrote: Honestly, I'd consider it powergaming if my character observes a nomad shield fx and other people tell me ooRPly that my character must not see a nomad shield fx in it and any conclusion that it could be of nomad origin is wrong.
I just wanted to highlight these two posts, and how they should be read.
Still keen on hearing how Sabre handled the roleplay behind the scenes.
Yet nothing stops Trollanski from assuming it is nomad tech or it is derived from in-character, and thus acting upon that assumption in-character. In fact most characters act upon assuming this or that, their in-character knowledge is of course limited in scope.
Not to different from majority of programming languages: function body doesn't necessarily know what's going around it by boundaries of a mechanism resolving variable scope. An object method knows what's happening in properties of itself, but outside? In this analogy a programmer writing a code is the player, a player may have full knowledge of what each component of the code does, what values are given to a properties of this or that object. In the game an object is a character whom we, players impersonate (the essence of role-playing), inheriting the scope of knowledge that we'd otherwise possess as programmers of the code.
To those saying it's just a fancy bling FX:
Heh, well then don't look at those nomad guns on my ship, they're not there, I just use them for fancy FX. That doesn't fly though, does it? It never had. So neither this.