battery powered emergency lights

sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
edited February 2011 in Ideas and Suggestions
<div class="IPBDescription">give them a few minutes of emergency light before it gets dark</div>i think giving this a try would be neat, like having 2 minutes of backup power, providing bright red emergency light which fades, and eventualy quits to work at all when the batterys are dead, giving marines the chance to react, repair stuff without having to hang out in the dark with flashlights. if repairing fails .. alien turf, their turn with home advantage of the darkness, but batteries could reload slowly, giving another 2 minutes of commander triggerable light in 5 minutes or so.


..whatever, my daily 2 minutes ns2 braingasm
(edit: doh... wrong forum

Comments

  • GeneralBowserGeneralBowser Join Date: 2010-05-19 Member: 71801Members
    I wouldn't be surprised if mappers have this option, but I'm not sure I like it. I find once a room is infested with allien lifeforms its not that easy as a marine to clear it. And to do it in total darkness (ok you got a flashlight but lets face it..). And until the rines have cleared it the commander can't send his mac in. Nope I don't like this idea :-)
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    <!--quoteo(post=1831711:date=Feb 12 2011, 10:15 PM:name=GeneralBowser)--><div class='quotetop'>QUOTE (GeneralBowser @ Feb 12 2011, 10:15 PM) <a href="index.php?act=findpost&pid=1831711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't be surprised if mappers have this option, but I'm not sure I like it. I find once a room is infested with allien lifeforms its not that easy as a marine to clear it. And to do it in total darkness (ok you got a flashlight but lets face it..). And until the rines have cleared it the commander can't send his mac in. Nope I don't like this idea :-)<!--QuoteEnd--></div><!--QuoteEEnd-->

    thats why i thought it would be handy to have the emergency power reload itself, giving the aliens for a periode of time some breathing space.
    as soon the room is infested, you would not have that much light anyways, from it covering lamps and stuff, you need flamethrowers..and manpower to clean the room in the first place, so how does it make a difference?, as soon the infestation on the ceiling or on the lamps has been removed the commander can trigger backup lighting again, turning the area into neutral terretory, until the macs have repaired the node
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    edited February 2011
    u want the red emergency light go out and the rooms left completely dark without any vision for the marines?
    u know that the aliens got a night vision mode now? ...


    dump that one...


    e: actual emergency lights have to last at least 30 minutes.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1831758:date=Feb 13 2011, 03:27 AM:name=derWalter)--><div class='quotetop'>QUOTE (derWalter @ Feb 13 2011, 03:27 AM) <a href="index.php?act=findpost&pid=1831758"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->u want the red emergency light go out and the rooms left completely dark without any vision for the marines?
    u know that the aliens got a night vision mode now? ...


    dump that one...


    e: actual emergency lights have to last at least 30 minutes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you know that marines have flashlights? that thing no one is using because you can see perfectly in emergency light conditions?

    and a game doesnt even last 30 minutes, it has to be shorter. devs said they aim for matches lasting 15-20 minutes. a 30 minute light would not make any sense
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Devs need to comment more about this. I swear emergency lighting is considered neutral and not in favor of aliens. The only time it favors them is when they first cut the power briefly. Otherwise the aliens beneficial condition would be DI (which i think was planned to cover up some lights too eventually) and the marines benefit from having the power on.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    In the concept art it shows DI making light a little dimmer and gives an orange tinge.

    I suspect once DI is in we won't be so concerned with the emergency lighting situation, since darkness wont be the only environmental advantage aliens have.
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    This is a good idea, especially since aliens get a special vision mode anyways
  • OPIEOPIE Join Date: 2002-11-12 Member: 8343Members
    I actually like the idea of completely dark rooms after a small period of time and I favor being on the Marines. When the power node system was first introduced I was dissapointed that the room wasn't completely dark after the node was destroyed, except for the brief 5 seconds.

    This would actually be a good idea. Instead of the power going completely black after the node is down, the timer starts (maybe have it up by the room name in the corner allowing any marine who goes into the room to know how much time they have of back up battery power). And the idea of the commander being able to trigger the batteries again after a lengthy cool down is awesome.

    Already infested rooms are not difficult to take out if you know what you are doing and have tier 2 access. Even a cordinated shotty rush isn't hard to take out rooms. 2 Minutes is more then enough time to create enough of an impact on the room it would cripple the alien resource pool if they tried to build it back up. And they do have flash lights that work very well.

    I say +1 to this idea!
  • SkiddywinksSkiddywinks Join Date: 2011-01-12 Member: 77239Members
    There definitely needs to be something done. The emergency lighting is essentially red normal lighting, and the flash light is useless. I quite like this idea, although maybe make the emergency lighting last longer, say 5- 10 minutes. That gives the marines a chance to push back before the aliens get the total darkness advantage and bunker in.

    Plus, marines need more light sources. Flares, deployable work lights etc for this to work well, otherwise it would be <i>too</i> much of a disadvantage for the marines.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited February 2011
    It'd be interesting if there were more situations that involved pitch darkness, but it's something that would need to be tested once DI is implemented and the various other gameplay elements. This is how I think it would be interesting:

    1) Once a power node is taken out, the room stays in the dark.
    2) A MAC comes in to repair the node, escorted by marines (all with flashlights to light the place up all atmospheric).
    3) Once the node is repaired to 30% or so, the aux. lights come on.
    4) Once its repaired to 100%, the power is restored to normal.

    5) Portable power nodes provide 100% room power for a limited amount of time (a few minutes maybe, would depend on testing)

    This would create a point of tension for rooms with power nodes, and a desire for aliens to hold them. Once the alien comm and gorge come in to infest the place up, the room will become organically lighted with an orangeish hue.

    To be honest, I'm not really sure how the power node/DI/portable power node system is going to actually work. Does power go off in rooms that don't have power nodes, if so, how? There are still lots of questions on how all the different systems will tie together cohesively.

    Moving to I&S...
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    (all with flashlights to light the place up all atmospheric)

    yeah sitting around, with a guitar and a fire in between... and as soon as they understood that it is about natural selection and well the atmosphere is really nice in here with our flashlights and the sparks from the mac - but they are dead by now, because alien can see in the darkness and marines only got their flashlights.

    1:0 aliens




    but i really would like to see if the powernode concept would have something similar to point 3 and 4.
    like 0-10% 1 light flickers and at 10% it stays bright and shiny 10-20% next light start to flicker and then stays.

    first 1 light then two lights then 4 then 8 .... 512 lights max connected to a powernode :P

    or what i think i would like more would be 0%=red light only 1-100% flickering
    1%= no more helpful flickering, so red light should come at 20-50%

    90% = stroboscopic flickering
    and then the time between flickering and darkness extends more and more...
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