4sheetzngeegles
Hunter
A simple thematic addition. This is to give armor a greater acknowledgment in game.
First the forethought to ask that it be an optional on/off effect
for those that don't want to use it.
The switch key: The same that turns on and off the flashlight, headlight, and NVGs.
Where to enable it: In the cosmetic portion of the armor sets.
Why a request for the effects: Presently the armor once put on is just that.
The thought: For the brimmed only helms a shaded effect during the day until you tilt
you head high enough to view Godrays or the sun.
For those with lenses Shaded tint that can use the same technique as the Light now: The
gradients. This would make it feel more interactive as the light waxes and wanes.
For the Baklava or Cowls, and audio addition, to simulate suppressed breath especially
when Running and during temporary exhaustion. For the Heavy armor the ports can give a
medieval feeling, especially when combined with a different auditory file.
A potential addition is leveraging the screen overlay, to simulate sweat, or light fogging
the same as when wearing certain types of eye covering.
These additions are mainly cosmetic enhancements, and do not add additional load. The sound
is just an audio pointer to a different file. The tint is just an mask overlay the same way
that a scope effects the screen when raised. It can be used on all platforms.
IF not added for main game play, then a template, and a property added to xml that is temporarily
blocked out. The overlay can be placed in the icons folder for easy access.
The tints themselves can be the dyes, and or the gradient for progressive light effect over time.
Alternate possibilities, can be used and custom tinted for color deficient players. For modding
16million tints to choose from and customize. They could also be multi tonal. To make the armor
more than just a prop, and not conflict with optimization.
Examples of what I mean:

First the forethought to ask that it be an optional on/off effect
for those that don't want to use it.
The switch key: The same that turns on and off the flashlight, headlight, and NVGs.
Where to enable it: In the cosmetic portion of the armor sets.
Why a request for the effects: Presently the armor once put on is just that.
The thought: For the brimmed only helms a shaded effect during the day until you tilt
you head high enough to view Godrays or the sun.
For those with lenses Shaded tint that can use the same technique as the Light now: The
gradients. This would make it feel more interactive as the light waxes and wanes.
For the Baklava or Cowls, and audio addition, to simulate suppressed breath especially
when Running and during temporary exhaustion. For the Heavy armor the ports can give a
medieval feeling, especially when combined with a different auditory file.
A potential addition is leveraging the screen overlay, to simulate sweat, or light fogging
the same as when wearing certain types of eye covering.
These additions are mainly cosmetic enhancements, and do not add additional load. The sound
is just an audio pointer to a different file. The tint is just an mask overlay the same way
that a scope effects the screen when raised. It can be used on all platforms.
IF not added for main game play, then a template, and a property added to xml that is temporarily
blocked out. The overlay can be placed in the icons folder for easy access.
The tints themselves can be the dyes, and or the gradient for progressive light effect over time.
Alternate possibilities, can be used and custom tinted for color deficient players. For modding
16million tints to choose from and customize. They could also be multi tonal. To make the armor
more than just a prop, and not conflict with optimization.
Examples of what I mean:
