BoP Torepdo Launcher [Aesthetic]

Post ideas and suggestions on new features or improvements here.
posted on November 19th, 2010, 2:18 pm
The thread about Torpedoes before mentioned the Klingon habit of lighting up Torpedo launchers, a habit that FO ones don't share, even TaQ'roja ones.

Could the TaQ'roja B'rel and K'Vort Class have a glowing yellow launcher with a red ring around it where the canon BoP does? Or just a glowing red launcher for the B'rel version.
posted on November 19th, 2010, 9:34 pm
Cool  :thumbsup:
posted on November 19th, 2010, 9:45 pm
Since it's possible to stick an animation upon firing (I think), maybe that's when it could be done :)
posted on November 19th, 2010, 10:09 pm
What 9000??!!  That's impossible!!! :o
posted on November 19th, 2010, 10:16 pm
Last edited by Anonymous on November 19th, 2010, 10:21 pm, edited 1 time in total.
lol doca unlocked the post counter it seems.

its true nappa the scouter doesnt lie. it assigns arbitrary values with very high accuracy.

its not over 9000 yet...




EDIT: its back down to 8999 again now lol. doca is teasing us.
posted on November 19th, 2010, 11:10 pm
Huh, well that's odd
posted on November 26th, 2010, 4:17 pm
Any opinions not relating to post counts?
posted on November 26th, 2010, 4:32 pm
Well, personally would like to see it light up just when it fires  :sweatdrop:
posted on November 26th, 2010, 7:26 pm
A constant dull glow, have it get bright when firing.

Prehaps have the light go out or all but out when weapons disabled.
posted on November 26th, 2010, 7:43 pm
^ And that should apply to all klingon ships with torps.
posted on November 26th, 2010, 7:45 pm
Lights out when damaged would fit with the damage effects that should be coming later. Disabled systems should still light up; they're unable to fire, but there should still be a system getting power.
posted on November 26th, 2010, 7:47 pm
Tyler wrote:Lights out when damaged would fit with the damage effects that should be coming later. Disabled systems should still light up; they're unable to fire, but there should still be a system getting power.


If the power conduits were hit, that would disable the system and the lights, so maybe it could be a % chance whether lights are out too.
posted on November 27th, 2010, 5:50 am
Tyler wrote:Lights out when damaged would fit with the damage effects that should be coming later. Disabled systems should still light up; they're unable to fire, but there should still be a system getting power.
May be  have the weaponds launcher  effect ramp up and down in  lighting intensity  to simulate power fluctuations from full off to  full on. Like the  stobeing effect one gets  from a motorclcle lamp .
posted on December 2nd, 2010, 10:07 pm
Pappy63 wrote: May be  have the weaponds launcher  effect ramp up and down in  lighting intensity  to simulate power fluctuations from full off to   full on. Like the  stobeing effect one gets   from a motorclcle lamp .


I love that idea.


Actually, prehaps expand that to all ships when damaged, have running lights strobe on/off and up/down in intensity, from no light, to several times as bright as they normaly would be.
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