I do like how the new Battle Damage is made visible... as your Mech receives damage and the skin begins to glow, it later cools down to reveal a pock-marked surface reminiscent of an armor plate that's been shot at.
HOWEVER...
I miss the older scheme, too, where battle damage results in the unveiling of mechanical components and workings.
Is is possible to maybe create a 2-tiered system, where the first "peeling-back" of the skin reveals a pock-marked surface, and then [once the armor has been removed from a component] begin revealing the old artwork of the mechanical internals of the Mech with successive Skin Glowing events?
Battle Damage Skin Mapping Feedback
Started by Felicitatem Parco, May 08 2013 10:10 PM
4 replies to this topic
#1
Posted 08 May 2013 - 10:10 PM
#2
Posted 09 May 2013 - 11:02 AM
What bothers me is the pockmarking happens if it was hit by lasers or by projectiles. No laser furrow decal, just the weird barnacle look. I mean, it looks good, but it is odd how everything looks like it was hit by a meteor shower.
#3
Posted 10 May 2013 - 09:45 PM
I agree. I liked how each chassis had its own damage map, instead of this generic "shot-up" texture which now seems to blanket everything. It's too generic and pock-marked to be convincing.
#4
Posted 11 May 2013 - 03:15 PM
i agree with all this.
#5
Posted 11 May 2013 - 03:15 PM
Yup, I agree with the OP here. That would be cool to have both in. Pot marked armor then stripped off to see internals. win/win
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