Allow alien comm to use alien vision

ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
As the title says, it would be nice if the alien comm could use alien vision also. I regularly have trouble spreading DI/building structures in rooms where the powernode has been recently killed (i.e. the darkness affects the alien comm as much as the marines). While not a serious issue, it seems a bit silly for killing a powernode to hinder the alien comm.

Comments

  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc-->
  • danshyudanshyu Join Date: 2002-11-01 Member: 2105Members
    Good idea. But keep in mind DI doesn't show up in alien vision.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    +1

    I hope that they get alien vision to handle effects like DI and flames and such eventually.
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Hmm... making it slightly illuminasant for the comm would do the trick.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    What the ###### is that word?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1840144:date=Apr 7 2011, 01:19 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Apr 7 2011, 01:19 AM) <a href="index.php?act=findpost&pid=1840144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What the ###### is that word?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Its the ###### child of illuminating and luminescent.
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Arrrh, thats how you spell it :p
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    <!--quoteo(post=1840055:date=Apr 6 2011, 05:24 PM:name=GISP)--><div class='quotetop'>QUOTE (GISP @ Apr 6 2011, 05:24 PM) <a href="index.php?act=findpost&pid=1840055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm... making it slightly illuminasant for the comm would do the trick.<!--QuoteEnd--></div><!--QuoteEEnd-->


    was thinking the same way, changing the overview of the alien commander would solve this problem.
    I do like this idea, and I've had same problems before, so I hope alien view does change to see better detail.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited April 2011
    In regards to the Alien Commander view...
    How are they supposed to direct Infestation along walls or ceilings with only a static top-down view? Assuming they get the Infestation mechanics more similar to the tech demo, if you're restricted to moving Infestation along the ground, it's not going to be very dynamic, is it? (Obviously Infestation will climb walls if it reaches them, but to what extent?)

    Seems like the Alien Commander view is counter-intuitive to the rest of the way Aliens work (Hivesight). Perhaps the Alien Comm should have the ability to "possess" entities like Drifters, Whips, Hydras, Infestation nodes (the bulbous deformations that seem to lead the DI in the Tech Demo), etc. for direct-control.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    since infestation just prototype at this point, it will have many problems.

    infestation should grow better, on the walls, ceiling and cover up any objects within the room. I found it strange infestation doesn't grow on the objects inside the room while they were on the ground. For example node powered rooms would have infestation everywhere but marines can just place armory on top of the boxes of some sort, and it will be built without problems, while the whole room is covered in infestation.

    I also like to point, alien view is basically same view marines get which should change. Aliens view should be different with some passive abilities making alien eyes better than those of the marines.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1840861:date=Apr 13 2011, 03:42 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Apr 13 2011, 03:42 PM) <a href="index.php?act=findpost&pid=1840861"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->since infestation just prototype at this point, it will have many problems.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I was referring less to the current implementation and more to the mechanics you can infer from the Tech Demo. Regardless of how much they change it, you're still presumably controlling Infestation via the Alien Comm Chair, which is restricted to a top-down view. It's difficult to click walls from that perspective, and impossible to click ceilings as they are deliberately hidden to the commander.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    yes I see now, well many already have said infestation should be generated by the hives (grow on its own and spread). For example if the infestation dies around the hive, the hive does not grow its own infestation anymore, the commander has to spread it.

    If the infestation grew on its own, it would spread by itself without the need for the commander to click at every corner. But I agree with you, its most annoying to constantly clicking as an alien commander at every corner.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1840917:date=Apr 13 2011, 08:16 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Apr 13 2011, 08:16 PM) <a href="index.php?act=findpost&pid=1840917"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yes I see now, well many already have said infestation should be generated by the hives (grow on its own and spread). For example if the infestation dies around the hive, the hive does not grow its own infestation anymore, the commander has to spread it.

    If the infestation grew on its own, it would spread by itself without the need for the commander to click at every corner. But I agree with you, its most annoying to constantly clicking as an alien commander at every corner.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You're still missing my point entirely. I'm not suggesting you remove the Commander's ability to place Infestation because it's "annoying to click a lot". The exact opposite, in fact. It needs to be better facilitated, because judging solely from the constraints of the current Commander view and what we expect to see of the future Infestation, it's hardly looking dynamic.
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