New fade ideas

scottyscotty Join Date: 2011-07-01 Member: 107400Members
I've been thinking of a way to change the fades gameplay a bit, in which i came up with two ideas:

#1
<b>Fades lose blink ability in the light:</b>

So basically fades can only blink in an un-powered room (darkness).

I have also thought about:

<b>Fades can blink in the light, just it requires 2x the amount of energy.</b>

#2
<b>flashlight can make blink visible at certain range. </b>(Could see a smokey fade shadow).
Would also tell you the direction the fade is heading / gives you a shot before he can quick hit you.

Let me know what you think.

Cheers,

-Scott.C

Comments

  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    edited December 2011
    Cool sounding binary suggestions which do nothing to address effort/reward ratios, based on several of my worst pet peeves: lighting state balancing and territorial buffing.

    Inherently unbalance-able and stalemate inducing.

    Sorry, dude.
  • scottyscotty Join Date: 2011-07-01 Member: 107400Members
    edited December 2011
    I'm sorry, did i say this was the solution towards balancing?

    Please don't jump the gun next time, obviously the fade is going to be nurfed down the track. These are just ideas that could be implemented along with that nurf.

    Cheers,

    -Scott.C
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    I don't see what only being able to use a class defining ability only in specificied territory adds.

    Making the fade visible within flashlight goes further and further into making the marines have no reason to turn flashlight off. If the flashlight is permanently on, why should it exist in the first place? It's just irritating.
  • scottyscotty Join Date: 2011-07-01 Member: 107400Members
    <!--quoteo(post=1891130:date=Dec 20 2011, 08:27 PM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ Dec 20 2011, 08:27 PM) <a href="index.php?act=findpost&pid=1891130"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Making the fade visible within flashlight goes further and further into making the marines have no reason to turn flashlight off. If the flashlight is permanently on, why should it exist in the first place? It's just irritating.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The flashlight gives away your position to easily. You would be a fool to keep it on 24/7.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    I actually really like number 2. I think this kind of idea goes some way in balancing the ns2 fade and finding some kind of nice medium between ns1 blink and ns2 blink. Ofcourse there are alot of other issues such as momentum, invulnerability etc, but the ability to see fade blink directions to some degree would give players alot of information that i think is necessary. For example, in some situations you can't tell if a fade is blinking towards or away from you resulting in situations where marines don't have enough information to respond in any degree.

    The efffect might look cheesy or really screw with the feel of fades being scary monsters but i think it would relieve alot of frustration players (especially new players) feel when killed by fades.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Making the fade visible within flashlight goes further and further into making the marines have no reason to turn flashlight off. If the flashlight is permanently on, why should it exist in the first place? It's just irritating.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The arguement of then needing to press f and have flashlight on all the time isn't very strong as it would only be a marine version of alien flashlight. Like alien flashlight, it would have pros and cons albeit smaller cons. Maybe flashlight would need to be balanced or tweaked a bit as a result, but i think the overall mechanic is a desirable one. Lighting is a really strong asset in spark and i think it provides a good opportunity to use more lighting based game play elements (such as unpowered/powered rooms). Atmospherics hardly drop performance either.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Off-topic (but inspired):

    Moving flashlights could make cloaked aliens shimmer.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    edited December 2011
    Maybe an upgrade called "Ultra-violet flashlights" or something like that. Good idea.

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited December 2011
    <!--quoteo(post=1891130:date=Dec 21 2011, 02:27 AM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ Dec 21 2011, 02:27 AM) <a href="index.php?act=findpost&pid=1891130"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't see what only being able to use a class defining ability only in specificied territory adds.

    Making the fade visible within flashlight goes further and further into making the marines have no reason to turn flashlight off. If the flashlight is permanently on, why should it exist in the first place? It's just irritating.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's quite good at blinding other players with the giant glowy atmospheric beam. I like the beam effect but it needs toning down a bit.

    <!--quoteo(post=1891142:date=Dec 21 2011, 06:09 AM:name=scotty)--><div class='quotetop'>QUOTE (scotty @ Dec 21 2011, 06:09 AM) <a href="index.php?act=findpost&pid=1891142"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The flashlight gives away your position to easily. You would be a fool to keep it on 24/7.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's a marginal difference what with hive sight/marines being covered in glowy bits/making lots of noise when they move/shoot things.

    I mean, I'll take the advantage, but if the flashlight becomes any more useful I might start leaving it on just because it's more likely to be a help than a hindrance.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1891025:date=Dec 20 2011, 03:50 PM:name=scotty)--><div class='quotetop'>QUOTE (scotty @ Dec 20 2011, 03:50 PM) <a href="index.php?act=findpost&pid=1891025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've been thinking of a way to change the fades gameplay a bit, in which i came up with two ideas:

    #1
    <b>Fades lose blink ability in the light:</b>

    So basically fades can only blink in an un-powered room (darkness).<!--QuoteEnd--></div><!--QuoteEEnd-->
    That would just render the 50 resource fade totally useless.
    <!--quoteo(post=1891025:date=Dec 20 2011, 03:50 PM:name=scotty)--><div class='quotetop'>QUOTE (scotty @ Dec 20 2011, 03:50 PM) <a href="index.php?act=findpost&pid=1891025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have also thought about:

    <b>Fades can blink in the light, just it requires 2x the amount of energy.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
    Almost the same as above.
    Not really adding much to the gameplay either, except nerfing the fade.
    <!--quoteo(post=1891025:date=Dec 20 2011, 03:50 PM:name=scotty)--><div class='quotetop'>QUOTE (scotty @ Dec 20 2011, 03:50 PM) <a href="index.php?act=findpost&pid=1891025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->#2
    <b>flashlight can make blink visible at certain range. </b>(Could see a smokey fade shadow).
    Would also tell you the direction the fade is heading / gives you a shot before he can quick hit you.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Fades are invulnerable in blink mode, so seeing them won't help you that much.

    You should check out this discussion/mod for the fade, it really have something good going on.
    Increasing the skill cieling.
    Making fades be less in etheral state.
    Giving them momentum to travel across the map without draining all their adrenaline.
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115653" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115653</a>
  • csarlerricsarlerri Join Date: 2011-12-21 Member: 138770Members
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1891142:date=Dec 21 2011, 01:09 AM:name=scotty)--><div class='quotetop'>QUOTE (scotty @ Dec 21 2011, 01:09 AM) <a href="index.php?act=findpost&pid=1891142"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The flashlight gives away your position to easily. You would be a fool to keep it on 24/7.<!--QuoteEnd--></div><!--QuoteEEnd-->

    that's not correct (at the moment)! usually aliens use 24/7 their vision mode -> aliens don't see flash lights. but i agree that this should be the downside of using flashlights (that even worked in NS1).

    I added recently trailing effects to blinking fades: they are dark and barely visible (looks like a shadow is floating through the air) and when scanned by the marine commander those trails will glow. i think that will help a lot to balance fades (more than you might think now).
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Yeah, I've always been selective with flashlight as to not give away my position, regardless of whether aliens use their vision constantly.

    Due diligence.
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