Hive sight
FuzionMonkey
Join Date: 2005-05-04 Member: 50889Members
I think hive sight should have a slightly different implementation than it currently has.
The basic premise is that all aliens are connected through the hivemind, thus when one alien sees something, all the other aliens see it too.
So I think that if an alien has direct vision of a marine or marine structure, then a L4D-style silhouette of the object becomes visibile to the entire alien team. When the alien loses vision of the object, the silhouette fades away.
When a marine or structure becomes parasited, the silhouette appears permanently, but with a different color.
When alien structures are under attack, the red, flinching silhouette becomes visible and fades when it is no longer being attacked.
<img src="http://images.bit-tech.net/content_images/2009/02/complete-guide-to-left-4-dead/snag%20the%20green%20guy%20sm.jpg" border="0" class="linked-image" />
The color of the outline would be used to indicate various things. Like a friendly alien structure that is under attack would have a red outline, a parasited marine player would be yellow, etc.
The further the silhouette is from the player, the fainter and thinner it is.
The basic premise is that all aliens are connected through the hivemind, thus when one alien sees something, all the other aliens see it too.
So I think that if an alien has direct vision of a marine or marine structure, then a L4D-style silhouette of the object becomes visibile to the entire alien team. When the alien loses vision of the object, the silhouette fades away.
When a marine or structure becomes parasited, the silhouette appears permanently, but with a different color.
When alien structures are under attack, the red, flinching silhouette becomes visible and fades when it is no longer being attacked.
<img src="http://images.bit-tech.net/content_images/2009/02/complete-guide-to-left-4-dead/snag%20the%20green%20guy%20sm.jpg" border="0" class="linked-image" />
The color of the outline would be used to indicate various things. Like a friendly alien structure that is under attack would have a red outline, a parasited marine player would be yellow, etc.
The further the silhouette is from the player, the fainter and thinner it is.
Comments
Also, why would red be used for warnings (such as under attack)? Blue is a better warning color, as every part of the enemy is bluish, while red blinking zone means safer zone.
Theres no reason why you shouldn't be able to turn it off if you prefer.
<!--quoteo(post=1822316:date=Jan 7 2011, 06:06 AM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Jan 7 2011, 06:06 AM) <a href="index.php?act=findpost&pid=1822316"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While L4D's basic idea/implementation is solid and a good idea. I'm concerned about just using a well known and existing effect. Surely there is something that screams NS without having to borrow/steal from other games and/or movies. Yes yes, I know the ole adage: "Good artists create, great artists steal".<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sure it could be stylized in a more organic, alien-ish way. I just think L4D is a good example of the kind of implementation I'm talking about.
You do realize that is what it achieves?
I prefer less non necessery screen spam, not that simple balls NS1 really disturb, fullsized silhouettes look do.
If its off turnable then I guess why not (by option).
Silhouettes are part of your view, - they don't take your attention away from your surroundings, they are part of your surroundings.
I hope you do realise it's actually the exact opposite of what you're thinking.