scott wrote: > CF is not a 3D imersion game where limited colors interfer with > the desired realism. It is an overhead map with objects on squares. > Rings are almost as large as players and so on. The goal is not > realism, but recognition. The question is whether the player can > easily see and identify the item. I think that given that recognition has already been completely achieved, and that full color images can be easier to create and can look better than 8 bit images (see my other mail for a link to an image which provides a basis for comparison), the question is whether full color support can be added without undue penalty. I think that the nature of the penalty is somewhat less than obvious. I don't believe that there's any programatical penalty or image size penalty (most of the tiles would probably be saved as 8 bit images anyways). I even believe that so long as the images can be quantized by the client and still look reasonable (as I mentioned in my other mail, I believe that it's currently possible but not completely sure), the 256 color workstation audience would not be sacrificed. However, I think that if the graphics are made more salient, the target audience may shift subtly, from players who enjoy roguelike games and who find multiplayer and graphics a bonus, to players who would otherwise be playing something like Diablo II, and who might consider crossfire somewhat inferior. -j __________________________________________________ Do You Yahoo!? Get Yahoo! Mail Free email you can access from anywhere! http://mail.yahoo.com/