Marine Vision Optimizer

thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
<div class="IPBDescription">researchable from the Prototype Lab.</div>So I read this <a href='index.php?showtopic=0'>post</a>.
Which led me to post <a href='index.php?showtopic=0'>this</a>.
Which led to this idea.

<!--quoteo(post=1885560:date=Nov 18 2011, 04:49 PM:name=thefonz)--><div class='quotetop'>QUOTE (thefonz @ Nov 18 2011, 04:49 PM) <a href="index.php?act=findpost&pid=1885560"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

So now to expand on the idea.

The Vision Optimizer (VO) should work sort of like a cross between night vision (or Infra Red?) and an auto darkening welders mask/transitions lenses. That means for any sufficiently bright light the VO goes to its darker mode. The light could be from the environment, a flamethrower, explosions, ect. The transition must be quick, but not disorienting. When darken, drifter flares would have a reduced/no effect. However, if a drifter flare goes off when the VO is in normal mode, the player is blinded normally. The VO can't switch that fast.

In dark places the VO becomes a cross something like Night Vision or Infra Red. Maybe outline Alien structures and players (OP?). Maybe see on the individual player with the VO can see cloaks in a super small (1m -0.5m) radius around the player (Super OP?)

Another possibility would be to tie VO to motion tracking. When motion tracking is researched with VO's, it only works in the radius around the obs, and displays to all marines in a cartain range. when VOs are researched a marine with a VO acts like a mobile observatory for his squad. the VO player has a certain radius for motion tracking detection, nd transmits the results to nearby teammates automatically. This is a good way to encourage squad play in PUB servers. Squads will be encouraged to diversify weapons and work together. One or two could get the VO instead of a gun while thier squadmates get GLs/Shoties/Flamers.

Thoughts? Improvements? A better name?

Comments

  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    Sorry for the double post. mods, strike one down like a vengeful greek god please. :P
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    edited November 2011
    Been toying around with this idea for a while.
    The problem as I see it, is that we need a marine style version of alien vision, but not in the same manner. The game flourishes on how differently the races play, and we should not try to overlap. That being said, thermal vision would be great, but would be more or less what aliens kind of have, the visual would be too similar imo.

    Maybe keep marine vision normal, but add sci-fi indicators highlighting targets of interest. Maybe a slight marine hud blue sheen on aliens seen while in this mode, and this sheen intensity is dependent on their movement, so aliens waiting to ambush can still do so without sticking out like a sore thumb.
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    This was posted by CannonFodder100 in the duplicate thread.

    <!--quoteo(post=1885984:date=Nov 21 2011, 02:13 PM:name=CannonFodder100)--><div class='quotetop'>QUOTE (CannonFodder100 @ Nov 21 2011, 02:13 PM) <a href="index.php?act=findpost&pid=1885984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems a bit too conditional for use; how many marines will think "you know, I should buy this item on the off-chance some crazy Alien commander wastes a Drifter on a Flare at the same time as my ally is firing a flamethrower." Additionally, the flamer is not disorienting enough to make this reasonable, even at 1 pres. Furthermore, spending team res on something that is pretty trivial to begin with and requires such extreme tech (proto lab and AA) is out of the question for any sane commander.
    Motion tracking, though, might not be a bad idea at all since commanders aren't going to want more than one observatory anyway. Nightvision is, imo, an overpowered addition; weakening the idea that darkness is a friend to aliens seems like a rash approach.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • CataclyzmCataclyzm Join Date: 2005-01-06 Member: 33031Members
    <!--quoteo(post=1885563:date=Nov 18 2011, 05:11 PM:name=thefonz)--><div class='quotetop'>QUOTE (thefonz @ Nov 18 2011, 05:11 PM) <a href="index.php?act=findpost&pid=1885563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I read this <a href='index.php?showtopic=0'>post</a>.
    Which led me to post <a href='index.php?showtopic=0'>this</a>.
    Which led to this idea.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Links not working for me :(

    <!--quoteo(post=1885998:date=Nov 21 2011, 04:36 PM:name=thefonz)--><div class='quotetop'>QUOTE (thefonz @ Nov 21 2011, 04:36 PM) <a href="index.php?act=findpost&pid=1885998"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This was posted by CannonFodder100 in the duplicate thread.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would have to agree with CannonFodder on this, unless someone can better outline the goal of augmenting the marines' vision.
    What is the purpose behind it?

    If it is to:
    Make it easier to see in the dark... they have flashlights.
    Make it easier to use the flamethrower... just adjust the flamethrower
    Upper tech to improve alien location... they have motion tracking (eventually, right?)
    Upper tech to improve overall vision... a possibility here
    Add to the atmosphere and immersion of the game... a complete game element shouldn't be added just to fulfill that alone

    <!--quoteo(post=1885563:date=Nov 18 2011, 05:11 PM:name=thefonz)--><div class='quotetop'>QUOTE (thefonz @ Nov 18 2011, 05:11 PM) <a href="index.php?act=findpost&pid=1885563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Vision Optimizer (VO) should work sort of like a cross between night vision (or Infra Red?) and an auto darkening welders mask/transitions lenses....<!--QuoteEnd--></div><!--QuoteEEnd-->

    For thefonz, Vision Optimizer is a functional in-game element designed to counter and buff certain in game variables.

    <!--quoteo(post=1885777:date=Nov 19 2011, 08:38 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Nov 19 2011, 08:38 PM) <a href="index.php?act=findpost&pid=1885777"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe keep marine vision normal, but add sci-fi indicators highlighting targets of interest. Maybe a slight marine hud blue sheen on aliens seen while in this mode, and this sheen intensity is dependent on their movement, so aliens waiting to ambush can still do so without sticking out like a sore thumb.<!--QuoteEnd--></div><!--QuoteEEnd-->

    But, for kalabalana, VO adds a slight tactical advantage to spying slow moving targets on ceilings while adding a good degree of immersive eye-candy in the form of technical-equipment type feedback... but, at the cost of making it more difficult for aliens to hide (think how many times you scanned the ceiling and failed to see that skulk... should that be taken away?) and driving toward the thing we wanted to avoid... hive-sight for marines.

    I currently don't think I dig these ideas by themselves...
    But, if I were to walk away from this with some great ideas they would be...
    kalabalana: visual matrix-like (assassin's creed-like) glitches on screen during play
    thefonz: Motion Tracking thought more of as a piece of equipment and with that is something that can be turned on and off.

    I would combine those thoughts and propose tentatively that MT, after research is complete is purchased with a minimal amount of Personal Res. The MT Vision can be turned on and off (implementing is difficult unless it replacing flashlight... hmm?).
    While enabled, "graphical glitches" can randomly be seen as the MT surveys and analyzes the landscape (atmospheric).
    If a disadvantage is needed; simply when an alien comes into view from around the corner, the once "blip" turns into a blinding blue haze, larger than the target, forcing the operator to turn the MT off to have a decent shot at the target. This can be used to keep MT balanced in the event that Marines become too alien-location aware during combat.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Cataclyzm, we're just brain storming, alien vision is currently OP, and marines should have a gameplay mechanic to balance it out (currently there is none). Unfortunately, it's hard to think of solutions to these sort of problems sometimes, which is what brings us to this forum.

    So if you want, jump on in with your own contributions, I'd love to see them :)
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    <!--quoteo(post=1886071:date=Nov 21 2011, 09:19 PM:name=Cataclyzm)--><div class='quotetop'>QUOTE (Cataclyzm @ Nov 21 2011, 09:19 PM) <a href="index.php?act=findpost&pid=1886071"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Links not working for me :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    Here is the second link. Looking for the first.

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115434" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115434</a>
  • CataclyzmCataclyzm Join Date: 2005-01-06 Member: 33031Members
    Thanks for the link.
    That post has some interesting and great suggestions. Worth a look if anyone reading this thread hasn't read it yet.

    As far as suggestions (ah... brainstorming... got it now, thanks) I don't have any beyond those few for Motion Tracking. Anything that modifies the marine's vision too much starts to negate the ability for aliens to hide... be it from cloak/shade or natural camouflage where the skin tone blends in with the ceiling. I suppose the last thing we want to do is make the skulk an obsolete class in late-game.
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