Alien starting area...

TravCarpTravCarp Join Date: 2010-06-04 Member: 71962Members, Reinforced - Supporter
<div class="IPBDescription">Why are there lights?</div>Alright I just thought about this, why are the light on in the alien starting area? Shouldn't it already be "infested" making that dark gloomy backup power red colour? Or how about a more infested looking starting area?

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <!--quoteo(post=1849936:date=Jun 4 2011, 03:42 PM:name=TravCarp)--><div class='quotetop'>QUOTE (TravCarp @ Jun 4 2011, 03:42 PM) <a href="index.php?act=findpost&pid=1849936"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alright I just thought about this, why are the light on in the alien starting area? Shouldn't it already be "infested" making that dark gloomy backup power red colour? Or how about a more infested looking starting area?<!--QuoteEnd--></div><!--QuoteEEnd-->

    From what I gathered, the final infestation model will encompass the entire alien start room, altering lights to glow in a orange hue similar to the Hive's glow. I suppose they could change it to either entirely dark room or auxiliary power lighting to better indicate unpowered status of Alien Start.

    But personally, I'm glad they haven't changed it to auxiliary lighting for alien start. All that redness just gets on my nerves.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Believe I remember Charlie saying they deliberately left out the Power Nodes at Alien Starts (so that the power is always on) because they didn't want the game to be super dark all the time...

    Really hoping it's just a temporary thing.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    It kills the mood and atmosphere on the alien side imo. How could they pay their electricity bills, man? They're animals!
    It also indicates as the alien side you want to turn off the power. This goes back to the idea of clearly indicating who has control, and a completely lit up alien start just adds to the vagueness.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    IMO the hive area needs to be well-lit since there is alot of combat. But on the other hand, the powernode at the hive should be the first thing the Kharaa take down.
    solution: The hive glows. The room will be as bright as with the electrical lights, only it's coming from the hive.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1850057:date=Jun 5 2011, 01:07 PM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Jun 5 2011, 01:07 PM) <a href="index.php?act=findpost&pid=1850057"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->IMO the hive area needs to be well-lit since there is alot of combat. But on the other hand, the powernode at the hive should be the first thing the Kharaa take down.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Solution: Alien Vision + Flashlights.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1850057:date=Jun 5 2011, 07:07 PM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Jun 5 2011, 07:07 PM) <a href="index.php?act=findpost&pid=1850057"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->IMO the hive area needs to be well-lit since there is alot of combat. But on the other hand, the powernode at the hive should be the first thing the Kharaa take down.
    solution: The hive glows. The room will be as bright as with the electrical lights, only it's coming from the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->


    If you make pustules glow then suddenly you have glowy lights in all active, nonpowered areas.
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