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Suggestions / Re: Armor damage visualization should scale non-linearly
« on: March 14, 2024, 03:36:55 AM »
I find it quite visually pleasing that armor doesn't show damage immediately, makes it more satisfying (or horrifying when you are inside the armor) when it does finally "crack".
What I'd really like see is the shading representing absolute armor strength, so that weakly armored ships start of with a darker shade. It's cumbersome that you have to remember or look up armor values in a separate menu. Of course that would bring readability issues that had to be solved.
Maybe 1) making the absolute value per size class and 2) introducing some visual patterns in addition to the shading would be enough. Then an HA-Enforcer would have a, say, dotted armor grid while a shrike would have a half grayed out one.
Even half the idea would help, with just heavily armored ships getting a visual pattern on their grid.
What I'd really like see is the shading representing absolute armor strength, so that weakly armored ships start of with a darker shade. It's cumbersome that you have to remember or look up armor values in a separate menu. Of course that would bring readability issues that had to be solved.
Maybe 1) making the absolute value per size class and 2) introducing some visual patterns in addition to the shading would be enough. Then an HA-Enforcer would have a, say, dotted armor grid while a shrike would have a half grayed out one.
Even half the idea would help, with just heavily armored ships getting a visual pattern on their grid.