I think we're on a pretty similar page - you'd still need to keep the flux bar because you need access to exact information and there's no other sane way to convey that to the player. I was picturing it something like armor and hull damage, where there's detailed information available on the target information popup, but you can immediately spot a ship that has taken a beating or might have armor breaches just from a glance at its sprite.
For visual effects I'd be imagining some kind of static sparking visible on the hull, like the effect we currently get for overloading, only an order of magnitude or so less intense. Maybe you could even break it down to a couple distinct states without trying to do too much with it. Going off what you said, something like ~75% flux could have a minor effect to show a ship that is feeling pressured but not in immediate danger of overload, ~95% could have a more pronounced effect to identify a ship that's at critical risk of being overwhelmed, and you wouldn't bother visually representing lower flux levels or attempting a more granular progression because having every ship showing some kind of buildup graphic would just add visual clutter to the game and obfuscate what you were trying to display in the first place.
Starsector: Twilight edition?
(You know, glittering vampires and all that. Ahem.)
But, yeah, I get what you're saying. Still feels like even an "only over 75% flux" effect might come to dominate the aesthetic, though. Which isn't to say it couldn't work. And it kind of makes me want to mess with tiny flux vents going off semi-randomly from various points on the hull bounds as flux gets higher. That'd probably be a bit irresponsible at this point. But now I'm thinking about it. Argh.
I will say that, even having played this game for years, it can be difficult for me to comprehensively parse flux levels across the larger battles, and having critical states displayed more immediately would help me spot vulnerable targets or allies in need of assistance when things get hectic and there's all kinds of bars on the screen (and anyone who played against missile-specc'ed officers in Harpoon boats on the previous version will remember that the AI is acutely aware of this information!).
Honestly, I don't know if being able to get this info at a glance is an attainable goal. Half the time this is going to be in your peripheral vision, right? So the effect would have to be veeeery prominent to work at all there.
Being able to tell from looking at your ship or your target is I think more attainable because more of your focus is on those, and the effect can be less prominent. And of course if you were actively looking at other ships, it would help there too. Probably doesn't contradict what you're saying, just wanted to elaborate a bit. Different design constraints for different goals, you know?
I would rather have the shield flicker at very high flux, with the intensity attenuating somewhat based on actual flux level. It’s usually not immediately urgent unless you risk overloading, after all. And it doesn’t add extra effects onto what will likely be pretty chaotic as it is.
Yeah, that's a good point. I have a feeling that's come up before? Sounds familiar. Shields are a good candidate for the effect since they're off the ship hull. Obviously doesn't help if they're not on, but then these types of visual cues don't have to be comprehensive.
The one thing annoying about the flux bar is the hard flux indicator almost blends perfectly with the rest of the bar, and did not notice it for a while, especially while learning the difference between hard flux and soft flux (and when and a little after I thought only kinetics of any kind put hard flux on shields and nothing else, not non-beams).
Yep - that's what the combat tutorial is for.