ARES_IV

Map dependent vehicle colour/camo

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At the moment you colour your vehicle.... and then it has that colour independent of the map in question.

 

How about adding an option that allows you to preselect a colour scheme based on the map in question? I mean something like this:

 

image.png.ce5ef2a8b80a38d7fc0625f51b5958

 

 

Assuming you have a paint can... you could use this paint can automatically on maps of a certain type. It would be of course yor free choice what "camo" you want to use... you could select any owned colour for any map type just as you would please, including to always use the same colour just like now of course.

 

Thank you for consideration.

 

 

 

 

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Opening up, gathering feedback from players.

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It is not just about detection... it is about looking good on all maps. :00222:

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13 hours ago, ARES_IV said:

It is not just about detection... it is about looking good on all maps. :00222:

Lollypop and you're good :P

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44 minutes ago, Comrade_Tiki said:

...How about something like this:

 

Wow nice job.
Would be a nice addition, might actually use something else than carbon xD

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4 hours ago, Comrade_Tiki said:

...How about something like this:

1363272794_mockupCustomizationSchemesint

AWESOME!!!!!!! :good:

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14 hours ago, Comrade_Tiki said:

...How about something like this:

1363272794_mockupCustomizationSchemesint

Though paintjobs on my builds do not consist of a single color.

If anyone played metal gear online 2, that game had a good system for that.

In that game you could make 3 presets, and then set those presets for the specific maps. If you didn't set a preset for a map, it would use the "live" paintjob you currently have on your car in your garage (i'm mixing up terms here just so it's easier to understand).

Those presets would have to be stored in the blueprint itself. Could also be cool to look through the different paintjobs of a build on the exhibition i guess.

So instead of your color table per map, you would just select preset 1-3 or none, and the color preset itself would have to be made in build mode and saved with the blueprint.

Edited by fftunes4real
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