Alien Vision

thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
<div class="IPBDescription">What effects can we expect eventually?</div>A recent post in <a href='index.php?showtopic=0'>I&S Forum</a> brought my attention to this:

<!--quoteo(post=1885480:date=Nov 18 2011, 11:45 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 18 2011, 11:45 AM) <a href="index.php?act=findpost&pid=1885480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Burning Lerk gas with the flamethrower is a task on our programming schedule.

We are also going to be doing another pass on the alien vision mode, to figure out a better look for it, and what the gameplay pros and cons of it should be, so the flamethrower blocking it could be a possibility -- though at the moment its not intended that alien vision is a heat vision effect, but more like sonar.

--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

So if Alien Vision (AV) is sonar based, what can we expect the desired final version to look like?

Sort of like <a href='index.php?showtopic=0'>Dare Devil</a>? Will grenades and ARCs cause disorienting shock waves? Could bullets have a visible wake, sort of like like the Matrix, but with shorter tails and really fast. Sort of a tracer for AV. Justifiable because the high pressure air around the bullet transmits sound differently than the rest of the room. The flamethrower could have a disorienting effect, the hot air would transmit sound very differently. Maybe it could look like the heat waves from a jet engine or a hot road on a sunny day in AV.

/off post topic

Speaking of the flamethrower.... Could we lessen its brightness a bit? Or at least let the marines buy aviator sunglasses from the armory for Pres. A marine with sunglasses, awesome.
Actually that could be a real marine accessory. Buy an "Vision Optimizer" (or something better sounding). Acts like night vision in dark places, maybe even highlight targets (OP?). It also automatically darkens when exposed to a bright light, like a flamethrower. This would help marines fight near flamethrowers and would greatly improving the flamethrower's usefulness. Going to expand on this in the I&S Forum.

Comments

  • General_L33tGeneral_L33t Join Date: 2010-09-21 Member: 74115Members
    I imagine the final version of the sonar vision being like the main aliens in Pitch Black. Kinda limited range static-y-ness.

    It would also make for some awesome gameplay when the marines are in pitch black rooms and all the aliens around them are letting out "whooooop, whooop" noises trying to hunt them down; That would scare the crap out of me....

    Sounds stupid in text, but watch the movie.
  • SyliSyli Join Date: 2011-11-09 Member: 132092Members
    yesterday i was so fu*king shocked, as i sit at Datacore looking out to Reactor, i kiled there a handfull of aliens, and than after 30 seconds of silence right next to me i heard a chukkle sound, i mean RIGHT NEXT to me, you never expect something happend until it happend, that was very shocking, so i like that idear of more shocking moments in ns2

    +1 from my point of view!
  • DooM-AUDooM-AU Join Date: 2011-06-27 Member: 106715Members
    Id like to see Alien Vision work differently to each lifeform.

    EG.

    Onos - Structures and Doors are highlighted and stand out, marines not so much.
    Skulk/Fade/Lerk - Most things are highlighted but Marines stand out more?
    Gorge - Team mates are highlighted in different colour's representing health (IE, Red = Low HP, Green = Full HP, etc, etc.)

    My 2 cents worth.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited November 2011
    I made a mockup of a different type of alien vision (with photoshop).

    My idea is that sonar energy dissipates similar to light, so I gave aliens a "flash light" to create the effect (closer = brighter). The result doesn't look too bad.

    If it looks too similar to an "infra red camera", then cell-shading could be used to make it look more unique.

    <img src="http://i1143.photobucket.com/albums/n638/tsalerk/NS22011-11-1920-43-36-73.jpg" border="0" class="linked-image" />
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1885640:date=Nov 19 2011, 03:05 AM:name=DooM-AU)--><div class='quotetop'>QUOTE (DooM-AU @ Nov 19 2011, 03:05 AM) <a href="index.php?act=findpost&pid=1885640"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Id like to see Alien Vision work differently to each lifeform.

    EG.

    Onos - Structures and Doors are highlighted and stand out, marines not so much.
    Skulk/Fade/Lerk - Most things are highlighted but Marines stand out more?
    Gorge - Team mates are highlighted in different colour's representing health (IE, Red = Low HP, Green = Full HP, etc, etc.)

    My 2 cents worth.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this! Good idea.
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