Author Topic: Gravity Turrets  (Read 6787 times)

Offline HellishFiend

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Re: Gravity Turrets
« Reply #15 on: September 09, 2010, 05:13:52 pm »
imagine releasing full mk levels of zenith autobombs down a wormhole.... only to realize that on the other side (ohhh just far enough away so the autobombs cant kill it in a reasonable time) is one of those :|

On the bright side - its nowhere NEAR as bad as grav drills.  ;D

Well, that actually just sounds like a matter of properly scouting...
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Offline Lancefighter

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Re: Gravity Turrets
« Reply #16 on: September 09, 2010, 05:18:39 pm »
*shrug* grav drills are everywhere in my current game, making scouting for grav turrets superfluous..

but mostly, i dont think grav turrets are obvious enough. I shouldnt have to look deep into their ship numbers to decide 'oh hey theres a grav turret here!' there should be some giant green distortion ring looking effect :p
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Offline Fox Soul

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Re: Gravity Turrets
« Reply #17 on: September 09, 2010, 06:27:58 pm »
Well, we could probably manage something like that with a shader, but much more likely to just have a different color range-area rather than anything fancy, since otherwise it would bog down the graphics speed and not be supported by older hardware.


I imagine two solutions to this.
  • 1. Have it as an option to have special shaders on.
  • 2. If you make the shader move in a circle like the forcefield then have it be rings of white, black, white, black, ect. I think it would look like a ripple affect of some sort.

Option two needs some testing tho, maybe makes it as an animated gif with it by itself, white background, then with a screenshot background.
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Offline keith.lamothe

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Re: Gravity Turrets
« Reply #18 on: September 09, 2010, 06:31:07 pm »
Well, one of the nice things about Unity is that if the hardware can't support the shaders it just quietly doesn't work (and in some cases falls back on more primitive techniques that don't look as nice) without messing up other stuff.  But this is just another type of unit range so they should be displayed in a consistent fashion.  If we get deeper into that part and it makes sense to do something more interesting we can give it a try.
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Offline Arcain_One

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Re: Gravity Turrets
« Reply #19 on: September 12, 2010, 07:26:59 pm »
I got to thinking about the percentile reduction and thought that it would be interesting. Using the percentile reduction you would need several gravity turrets to slow raid star ships to a manageable speed. Imagine an army going through the same area, it might be even more crippling than just cruising at a speed of 2. The only way [that I see] to make it not so damaging is to have a minimum speed reduction which would be horrible in processor speed in comparison with the current method.
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