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Mazryonh hat geschrieben:quote:
DragoFire hat geschrieben:Submarine designs will use the old AD setup, but will has Mass/Engine Power effects, e.g. the more heavy equipment/weapons you throw in you submarine the slower it's get to top speed. But in saying that you'll have options to upgrade engines and propulsion systems, plus be able to mount boosters to help accelerate to top speed faster.
Plan to have modules available not only for combat, but also for surveying, mining, cargo handling. But you have to remember that your submarine maybe able to mount the module, but not be able to use it to its full capibilities.
Wow, those sound like great features that should not have been cut out of Aquanox. Still, I hope that you enforce some sort of space limit--there's no way the Salty Dog from AQ2 can carry the same sized-components (or even the same number of similarly-sized components) as the Mighty Maggie from that game.
The way I look at it, things like Torpedo, weapons and Buzzers would be limited to space and size of submarine.
But Powerplants, sensors, repair units, armour and propusion don't as these are upgrades to the current installed equipment, e.g. each engine upgrade is removing old tech compenants and adding new ones, like a car engine. Remove the carb. and add fuel injection improves the power output and fuel usage of the same engine, add a turbo increases it even more, throw a supercharger on and you improve the low-end power output and acceleration, then add nitro injection to provide huge acceration for short periods. And even add a basic water injection system increases fuel eff. and power output. All else additions to the engine adds very little to the mass of the engine, but adds so much to power output and fuel eff.
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Mazryonh hat geschrieben:Also, are you going to add muzzle flash effects tied to the actual gun barrels on the models this time? I didn't like how we don't see those kinds of effects on subs in Aquanox 1 and 2, or the fact that subs without turrets didn't have gun barrels or even holes to fire their forward-facing weapons and torpedoes out of. Seeing that would be a lot less visually jarring to me.
Yes this would be fixed, Torpedos and Buzzers would launch from a fix proxy location and the same to guns and turrent guns. Hit locations would be used also, this would mean you could damage a propusion unit on one side and the submarine would start spinning due to the out of balance in it's propusion. Note this would only effect that direction, not the other three (directions are forward/back, up/down, port/starboard, roll and pitch). So if enemy stops that direction thrust they could use the others to still move and turn.