Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Can you give me an example of what you'd use this for? Are you thinking of this as a purely a purely visual parameter, or with mechanics to match it?
Does projectile size have any relation to its hit detection or is this purely visual? Either way it would be cool but I'm sincerely curious because if it's the first, then that could be very interesting.
This would be used for any type of projectile that doesn't model some kind of solid, or cohesive mass. It would let us primarily do "gaseous" or "liquid"/"wave" type projectiles. It would have the mechanic of altering the hitbox for the projectile (which would imply altering its AI-perceived threat level, and make it accordingly more/less difficult to avoid). And to add sprog's suggestion would just need to include a "damageMult" that would also be applied over the duration.Quote from: Alex on August 19, 2012, 06:04:42 PMCan you give me an example of what you'd use this for? Are you thinking of this as a purely a purely visual parameter, or with mechanics to match it?
A fake nebula projector would actually be a pretty interesting support weapon! Being able to deny the speed bonus to large ships could really help protect a flank or carriers.