10-09-2016, 05:47 AM
(This post was last modified: 10-09-2016, 05:47 AM by RaptorParkowsky.)
@krzys_h & @tomangelo : Ok, I can see now what you're talking. But still I have mixed feelings about this. No crashspheres for such a small objects I would also consider to technology/time limitation of development original Colobot. And that would be fixed in the future development. I think any kind of holograms or augmented reality isn't compatible technology element to the EPSITEC games design (even in BlupiMania or BuzzingCars there was no such a thing). This would fit to Colobot 2 instead. If those objects would be some kind of hologram, they could be rendered in a specific way, transparent a little bit or so. But they're not, they are rendering just like other objects in the game world.
And if they would be some kind of virtual markings, where would you store informations about them? SpaceShip's central computer, ExchangePosts? Or maybe SatCom? IMHO then they should be at least visible even on map and other places, but they're not. And why then I need to use radar to detect them just like other objects instead to just read a data about their locations and types from the colonization database? They are an object and have their own category... but they are not object. This is more complicated than it should be, especially if in Colobot's universe simplicity always was in the first place.
For me they're indeed an object. Some kind of silly plastic gadget that would you even give your dog as a toy, but with some special abilities like levitation with some sparkles while disappearing (just like other "magical" objects in EPSITEC games). They simply don't need this kind of explanation in this game's design and plot.
And if they would be some kind of virtual markings, where would you store informations about them? SpaceShip's central computer, ExchangePosts? Or maybe SatCom? IMHO then they should be at least visible even on map and other places, but they're not. And why then I need to use radar to detect them just like other objects instead to just read a data about their locations and types from the colonization database? They are an object and have their own category... but they are not object. This is more complicated than it should be, especially if in Colobot's universe simplicity always was in the first place.
For me they're indeed an object. Some kind of silly plastic gadget that would you even give your dog as a toy, but with some special abilities like levitation with some sparkles while disappearing (just like other "magical" objects in EPSITEC games). They simply don't need this kind of explanation in this game's design and plot.