battery powered emergency lights
sheena_yanai
Join Date: 2002-12-23 Member: 11426Members
<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
..whatever, my daily 2 minutes ns2 braingasm
(edit: doh... wrong forum
Comments
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
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.
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
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.
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!
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.
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...
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...