about the red emergency lights

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Comments

  • SkiddywinksSkiddywinks Join Date: 2011-01-12 Member: 77239Members
    Whoever brings up Doom 3 seems to be forgetting that you could use your flashlight OR you gun, whereas here we can use both. Of course extended periods of pitch black pissed people off, they were either defenseless or blind!

    NS2 definitely needs more dark. I'm liking the idea of marines or the comm having to do something to get the emergency lighting on. Maybe add a five to ten second warm up time before they can be activated, just do that it is still worth taking out nodes in rooms without marine buildings. Perhaps have the comm have to click the power node to enable the lighting, but even if he clicks it straight away, it will then wait until the warm up period is over before activating. And, obviously, if the comm doesn't click it, well, flashlights may become useful!
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    edited February 2011
    <!--quoteo(post=1826563:date=Jan 24 2011, 08:05 AM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Jan 24 2011, 08:05 AM) <a href="index.php?act=findpost&pid=1826563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm of the same general opinion... Pitch black darkness is rarely seen in games. I savour the few seconds of darkness the death of a powernode brings. It's so unique, and so much fun. A longer pitch black time, and an emergency light cadence that occasionally dips to black, would be terror-inducing!<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1


    Also, I think when a Red Emergency Light is covered with Infestation it will become useless causing the room to be darker. You can still see the red lights but they are dimmer. Also, I think that the red lights should like the infestation surrounding it just to add to the dynamic lighting and also the atmosphere.


    I also think that if the darkness time is extended or the Commander has something to do with the Red Emergency lighting:

    <!--quoteo(post=1828156:date=Jan 28 2011, 06:31 PM:name=Skiddywinks)--><div class='quotetop'>QUOTE (Skiddywinks @ Jan 28 2011, 06:31 PM) <a href="index.php?act=findpost&pid=1828156"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS2 definitely needs more dark. I'm liking the idea of marines or the comm having to do something to get the emergency lighting on. Maybe add a five to ten second warm up time before they can be activated, just do that it is still worth taking out nodes in rooms without marine buildings. Perhaps have the comm have to click the power node to enable the lighting, but even if he clicks it straight away, it will then wait until the warm up period is over before activating. And, obviously, if the comm doesn't click it, well, flashlights may become useful!<!--QuoteEnd--></div><!--QuoteEEnd-->


    It would also be used more when it has very low hp (1-3%) left. Then that would mean as soon as a group of marines comes in you could just destroy it and because it would depend on the Commander to activate the lighting the time will be different every game when the lights turn on. This adds to the fact that "Every game will be different" aspect of NS2.


    But this whole thread: +1

    It is definitely worth a thought.
  • Knight of VirtueKnight of Virtue Join Date: 2010-07-26 Member: 72921Members
    I agree that currently the emergency lights are to bright and something needs to be changed

    thoughts:
    1. marines get an energy pool that can be used to power emergency lights until they run out of energy (recharges when not in use)
    or
    2. obs scan temporarily lights up a room
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