08-19-2016, 08:31 AM
(08-19-2016, 08:15 AM)Noah Buttes Wrote: Idea: what if I made it so that the sprite for a cyborg part varied depending upon its max health?
That way, you could get the reinforcement aesthetic effects without any actual reinforcement.
TL;DR: maybe, but I'm not sure it makes sense.
I think this depends on what sort of scale you have for this.
Let's say I make my cyborg parts out of paper as the external material (please let this be a thing) - clearly this should look flimsy. On the other end of the scale, we have some painstakingly-made alloy that resembles some hybrid of adamantium/unobtanium. One of the main points of using alloys is to change a material's properties without (significantly) increasing its mass, so visibly this super-alloy shouldn't look too different from standard steel... unless you want it to.
Let's take weird alloys out of the equation for a bit (I'm not sure they'd even work for reinforcing?):
As an example: titanium is denser than steel, but you can get away with using less of it than steel while actually being stronger (for a vague definition of "stronger", don't you get all technical on me). To that end, you could have a standard (as per current reinforcing methods) arm of steel actually about as durable as a light arm of titanium. Alternatively, you could reinforce the heck out of the titanium one then you've got something that weighs an absolute tonne but is far more durable than a comparably reinforced steel one.