Nightsight for Aliens

intellixintellix Join Date: 2008-03-24 Member: 63950Members
<div class="IPBDescription">What if...</div>Sorry to post this again but I was being surrounded by Chaos and War so didn't get a chance to have my thoughts/ideas read...

I think the Alien nightsight mode was wicked when I had a little play around the other day.

One thing I thought though! Was that when you have it on, you can't quite tell if the room is dark or not.
I think there should be some sort of indication if you're in a light or dark environment...

If for instance the effect is placed on top of everything else... then maybe the Alpha/Opacity of the effect should change when you walk into a lighter area...

For example...
So you're in a light room and it's as though you have flashlight turned off...
You wander into somewhere a little darker and the nightvision mode slowly turns on
You enter total darkness and your vision is as it is now with flashlight on...

Maybe this would stop players needing to turn it on/off completely and it could even be automatic?

I'm a left handed player and I have to play with the arrow keys and there aren't that many keys at my disposal so having to turn flashlight on/off continuously to see how light my environment is, is quite dangerous.

Comments, thoughts?

Comments

  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    edited February 2011
    This has been discussed and your idea was given exactly as it is before. The response to which was "That's why you can toggle it" and I totally agree. The idea of Alien sight is to be turned on in a dark room to identify targets, then turned off again when it's not needed. It's not really intended for prolonged usage, much like how you wouldn't use a flash-light in a fully lit room - it makes no sense.

    That said, a visual cue to turn it off might work, such as the screen becomes really bright when in/near lit rooms. Much like how night vision goggles work.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    Have you tried using the ijkl keys (or similar)?

    Also, I agree there should be some sort of indication, but I would prefer if it was not liek you suggested, as I want to be albe of using it in light areas just to light up the enemys so they stand out from the environment.
  • Deagle2Deagle2 Join Date: 2010-11-30 Member: 75360Members
    Yep I agree too, it's disturbing cause you don't know if you can be sneaky or not.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    Have you tried:

    Turning it off?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2011
    <!--quoteo(post=1834335:date=Feb 22 2011, 07:19 PM:name=Papayas)--><div class='quotetop'>QUOTE (Papayas @ Feb 22 2011, 07:19 PM) <a href="index.php?act=findpost&pid=1834335"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you tried:

    Turning it off?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Fair enough, but wouldn't it be nicer to have unlit areas darker green, infested areas have an orange glow (or perhaps make the DI more visible) and of course on fire thingies glow as well...


    Making it a mix of sound/sonar and heat vision?
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    current alien vision is amazing, it does lack certain indicators to see DI, or some other things maybe but making it automatic is really bad idea. Players should control when they want to use it. I want to see marines from far away not when i'm in the room with them....
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    <!--quoteo(post=1834345:date=Feb 22 2011, 07:52 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Feb 22 2011, 07:52 PM) <a href="index.php?act=findpost&pid=1834345"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fair enough, but wouldn't it be nicer to have unlit areas darker green, infested areas have an orange glow (or perhaps make the DI more visible) and of course on fire thingies glow as well...


    Making it a mix of sound/sonar and heat vision?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would be better if there were colours and stuff added to it.
    Making it a mix of sound/sonar and heat vision would be a cool idea as well.

    It would cool if the marines had a Red glow when you see them and also an orange/red glow for Kharaa structures. The infestation should have a duller orange glow to them but bright enough so you know it is there.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    speaking of colors, I would like to see marines glow based on the health they might have.
    here are some examples

    green: full health
    yellow: mid health
    red: slow on health

    the alien would see marines based on these colors to notice the weakest in the group. Making the alien like good predator.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1834366:date=Feb 22 2011, 03:52 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Feb 22 2011, 03:52 PM) <a href="index.php?act=findpost&pid=1834366"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->speaking of colors, I would like to see marines glow based on the health they might have.
    here are some examples

    green: full health
    yellow: mid health
    red: slow on health

    the alien would see marines based on these colors to notice the weakest in the group. Making the alien like good predator.<!--QuoteEnd--></div><!--QuoteEEnd-->

    maybe thats an upgrade.
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    I heard people talking about a script which triggers the sight on and off every second (..but dont get a seizure..), like a real sonar.

    IMHO it is good that aliens can't see if it is light or dark in a room with alienvision on, because there has to be a downside if you use it.


    The argument that Players who use arrowkeys are handycapped is not true at all in my opinion
    I play with arrowkeys ever since and there were always enough buttons for me.

    At the momend I have this configuration (btw, I am right handed)

    Arrows -> move (well.. duh)
    CTRL -> jump
    shift -> duck
    KP_0 -> Sprint
    KP_1 -> voice-chat
    KP_2 -> personal voice-chat (for TS3)
    End -> flashlight
    del -> voice commands 1 (like "need order")
    page down -> voice commands 2 (like "covering you")
    home -> evolve menue
    Return -> use

    try this setting, for me it works really well.
    (if you use your right hand on the arrowkeys you might want to change sprint to CTRL and jump to KP_0 ... and so on)
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    My favorite feature of the night vision is it doesn't draw flames when you're on fire. I can finally see enough to land some hits on marines with a fade while on fire.
  • intellixintellix Join Date: 2008-03-24 Member: 63950Members
    Aliens are supposed to have the upper hand when in darkness. Lights go out and they're easy pickings.

    When it went dark I turned it on and went for them... but then the Marines started shooting at me. As soon as I died I realised that the room was well lit. I'm not sure if this player was using a very high brightness (making darkness pointless in a game like this) or if the lights had just come on and I had no idea that I was no longer concealed.

    As the guy said before, night vision would make everything really light so you know when it's no longer dark. This wouldn't allow aliens to keep it on all the time, we'd still have to turn it on and off but we'd just know when to do it.

    Yeah it's multitasking but there are more important things to think about than flickering my flash light on and off to check the light.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Well currently the red emergency lights are too bright imho to make it actually dark... Maybe we should do away with it all together and just have the ambient textures emit a small amount of light instead of this red mist of dewm :P
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    <!--quoteo(post=1834366:date=Feb 22 2011, 08:52 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Feb 22 2011, 08:52 PM) <a href="index.php?act=findpost&pid=1834366"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->speaking of colors, I would like to see marines glow based on the health they might have.
    here are some examples

    green: full health
    yellow: mid health
    red: slow on health

    the alien would see marines based on these colors to notice the weakest in the group. Making the alien like good predator.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Like in L4D!!!

    But still, good idea.

    +1
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Personally, I agree with the OP's idea for alien dark vision. Automatic, and you can easily tell how dark a room is based on the mix of the two different rendering schemes.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited March 2011
    +1

    If Nightsight has very little to no downside, and the effect automatically scales inversely with the brightness level, this would give Aliens a natural advantage in darker areas (as they should), but still make it easy to discern the brightness levels when in darksight.

    This also opens up another possibility: Pointing the flashlight into an alien's eyes, or shooting the flamethrower in it's direction could hinder the alien's darksight. Either would bring additional functionality to weapons the marines already carry. This provides an effective counter against darksight, but would likely draw all attention to that marine.
  • mokkatmokkat Join Date: 2009-08-30 Member: 68652Members
    edited March 2011
    do anyone else catch themselves using the nightsight constantly while playing alien? It definitely is a bonus in twirly-jumpy melee battles because of the crazy contrast and of course against flamethrowers.
    Except for not being able to see where you spored as a lerk, there's no downside to it - maybe the effect should be more transparent and mixed with the normal picture, so there isnt so much of a bonus due to clear contrast and so that you can adore the great graphics even with it turned on all the time
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