Can the Alien flashlight be amended?

Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
I really like the alien flashlight, but could we have a slight change to the behaviour.

I want to propose that there is a change in the colour when moving from unlit to lit areas. I keep finding myself walking through an alien area, into another alien area with the flashlight on, only to find the 2nd area has been repaired and is fully lit.

Can we just alter the colour slightly based on the powernode state of the location. In broken powernode areas, the flashlight takes on a slightly darker shade or something?

I know the flashlight is modified under the effect of cloaking, so I wouldn't imagine this would be too hard to implement, although what do I know :)
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Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    It kinda forces you to switch it on and off once and a while, I for one don't walk around with it turned on. Only to turn it on when going into dark areas or when spores are present.
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    I love twilightblues vision mod! the only downside I see with the vanilla vision is that you can't see any of the great looking textures. =(
    with or without mod, i still use alien vision 99-100% (i might check if a room is black or not when not playing with the mod, thats it)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    I vote for twilightblue's alien vision mod being on by default, -all the time- (setting the opacity to only like 10% even). You get to see all the textures and details (albeit through a tint), and you still get excellent visibility of geometry, structures and players. I see little reason for alien "flashlight" to have any disadvantages, that just seems pointlessly arbitrary. After all, as Taxen0 notes, people play with it always on all the time anyway. It would also serve to further differentiate the alien and marine team - playing as an alien will be a truly alien experience. :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Not heard of the mod before, will check it out...
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    I don't like the face the aliens should play in a "haze" all the time. I would say keep the current flashlight, but give it some huge disadvantages so players don't run around in a tron-like map for the entire time they are on team 2.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1895464:date=Jan 18 2012, 09:30 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Jan 18 2012, 09:30 AM) <a href="index.php?act=findpost&pid=1895464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like the face the aliens should play in a "haze" all the time. I would say keep the current flashlight, but give it some huge disadvantages so players don't run around in a tron-like map for the entire time they are on team 2.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Give it disadvantages?

    Lol, I'm all for it being slightly more transparent, so you can see textures, and being made mandatory. So aliens have to use it all the time. Alien by name, Alien by nature :)
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    I've removed the link to the mod, but updated the instructions to make the changes yourself.

    I don't think alien vision should have any major disadvantage. Since darkness is a game feature, as well as a minor balancing factor, aliens need to be able to see in the dark. Otherwise aliens will be at a disadvantage, as they are mostly melee attackers.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    Posting the screenshot from and link to twiliteblue's vision mod here so people know right away what we're talking about:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114172&st=0" target="_blank"><img src="http://img832.imageshack.us/img832/5880/ns2darkvision02.jpg" border="0" class="linked-image" />
    Quick n Dirty Alien Vision Mod</a>
    This was using 10% opacity, iirc.

    And here was the original discussion thread:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113819&view=findpost&p=1859407" target="_blank">Alien Sight</a>
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    I would like UWE to come up with their own, new version of this and have it on all the time.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    How about making it change intensity with you movement speed?
    If you go really fast across the map (getting to frontline), you have normal (marine vision). When you are traveling cautious at normal speed you get what you see in twiliteblue's vision mod, and when you camp you get full alien vision. (skulking, preparing for ambush)
    This shouldnt change the instant your speed changes, but based on the average speed you have the last 20 seconds or something.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Put mines back to neutral on alienvision and then we have a dissadvantage of AV.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    And what about lerks?
    They would want to look through their gas, to spike marines, but they won't be able to tell if theyre covered by the gascloud anymore.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    Add on fire to this list of disadvantages it already has. I see things in normal vision, I tend to miss in alien vision. Also the reason why I only use it when the need arises. I don't understand why people have it on all the time :/


    If you have it on all the time and are hiding in a shadowy area, the marines can <b>see your eyes glowing and target you</b>. Whenever I play skulk, I just add something to marine atmospheric vibe by turning it on while I attack. They then see me coming from the shadows and my eyes start glowing (I heard/saw people saying, OMG! glowing eyes, so cool), that's when I know I played my part :P
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--QuoteBegin-Taxen0+--><div class='quotetop'>QUOTE (Taxen0)</div><div class='quotemain'><!--QuoteEBegin-->I would like UWE to come up with their own, new version of this and have it on all the time.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What do you mean? You change two numbers in the code. Currently those numbers say "1". You can change those numbers to say "0.1". It <b>is</b> UWE's version. Did you look at <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114172&st=0" target="_blank">the thread</a>?

    <!--QuoteBegin-subshadow+--><div class='quotetop'>QUOTE (subshadow)</div><div class='quotemain'><!--QuoteEBegin-->+disadvantage<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--QuoteBegin-Floodinator+--><div class='quotetop'>QUOTE (Floodinator)</div><div class='quotemain'><!--QuoteEBegin-->+disadvantage<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--QuoteBegin-subshadow+--><div class='quotetop'>QUOTE (subshadow)</div><div class='quotemain'><!--QuoteEBegin-->+disadvantage<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--QuoteBegin-Kouji_San+--><div class='quotetop'>QUOTE (Kouji_San)</div><div class='quotemain'><!--QuoteEBegin-->+disadvantage<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just... why?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1895770:date=Jan 19 2012, 02:40 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 19 2012, 02:40 PM) <a href="index.php?act=findpost&pid=1895770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just... why?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ehm, I just listed one that is already in. Not suggesting to add one...
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    <!--quoteo(post=1895770:date=Jan 19 2012, 02:40 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 19 2012, 02:40 PM) <a href="index.php?act=findpost&pid=1895770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What do you mean? You change two numbers in the code. Currently those numbers say "1". You can change those numbers to say "0.1". It <b>is</b> UWE's version. Did you look at <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114172&st=0" target="_blank">the thread</a>?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I know it's UWEs code, I have made the changes here aswell =)
    However I dont think they planned for transparancy when they made it (they have also said that it's just a first implementation).
    So if they take this feedback to heart, basicly "We want to see the default textures and pretty much just get edges enhanced", maybe they can come up with a new even more awesome looking variant.

    for "drawbacks", how about static object gets less enhanced, kinda like a motion detection thingy. won't screw up combat and won't clutter the enviroment.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    We don't need drawbacks.
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    <!--quoteo(post=1895766:date=Jan 19 2012, 09:20 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 19 2012, 09:20 AM) <a href="index.php?act=findpost&pid=1895766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you have it on all the time and are hiding in a shadowy area, the marines can <b>see your eyes glowing and target you</b>.<!--QuoteEnd--></div><!--QuoteEEnd-->

    wut?


    I have been playing the game for about 6 months and had no idea that alien vision made your eyes glow. Perhaps that needs to be communicated better the the player using Alien Vision. I can imagine quite a few people like myself wondering/rageing about hacks because we keep getting shot when hiding in the shadows.

    I have noticed that sometime other Alien eyes glow or not. I just never made the connection to Alien Vision.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1896172:date=Jan 20 2012, 06:33 PM:name=thefonz)--><div class='quotetop'>QUOTE (thefonz @ Jan 20 2012, 06:33 PM) <a href="index.php?act=findpost&pid=1896172"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have noticed that sometime other Alien eyes glow or not. I just never made the connection to Alien Vision.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Me neither, I just thought it was to do with the lighting :P
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    <!--quoteo(post=1895994:date=Jan 20 2012, 03:31 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 20 2012, 03:31 AM) <a href="index.php?act=findpost&pid=1895994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We don't need drawbacks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    But UWE said it some time ago. So I am sure there will be atleast one, even if AV would use energy.

    AV highlight anything that is marine even if there is no power, umbra and spores all the way, you just see the red glowing mine/marine. Plus it raises awareness (red/green contrast)and it is easier to track rines in combat, makes cloak more usefull and less distracting etc...

    So atleast 4 pros against a smal contra that is only nteressting as a skulk.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    Let's see.
    Aliens cannot attack unless they're standing right next to marines, while marines can attack aliens at any distance.
    Is that not disadvantage enough?

    Just because UWE might have (I don't know if they ever did; in fact, I recall Charlie mentioning he wanted it to turn on automatically when you enter dark areas) in the past said AV needs a disadvantage doesn't mean they've completely made up their mind about it. Remember what happened to the Taser?

    Now, let's discuss why always-on-AV is a good idea.
    1- It highlights geometries. Aliens need to have good environmental awareness simply to be effective as highly-mobile units - and AV helps tremendously with that, it sets a baseline for competence. It's a tool that every alien should have and use.
    2- It highlights players. Aliens need to have good situational awareness to be effective as melee units - and AV helps tremendously with that, it sets a baseline for competence. It's a tool that every alien should have and use.
    3- A lot of people play with AV always (or 95% of the time) on anyway.

    Now, let's discuss why twiliteblue's mod (or something like it) is ideal.
    4- A corollary to 3 above, if a lot of people play with it always on anyway, you get an Arkham Asylum situation, where all the effort that went into textures/etc. is ignored for the sake of effective play. With transparency, you get the best of both worlds.
    5- It allows players to much more easily differentiate between dark and light areas. Players are no longer dark/light-blind.
    6- It looks different to marine vision, further accentuating the difference between the two sides, without being arbitrarily (i.e. serves no other purpose) different.
    7- It doesn't look like Tron.
    8- It looks cool.

    What about why giving AV any sort of disadvantage is a bad idea?
    9- As discussed in 1 and 2, it is an effective, and necessary, tool for effective alien play. Giving it a penalty is like giving players a penalty for playing aliens. We've been given a weapon to use against an enemy, so why shouldn't we use it?
    10- It divides the playerbase as to what constitutes "the right way to play the game".

    And if we do go with transparency, then there would be no reason not to always use AV, so even more players would just keep it on all the time anyway. Which brings us back to 3, in a way:
    11- There is no reason not to always use AV, so we should just have AV always-on.
    12- By establishing a standard (always-on), you keep the playerbase undivided as to what constitutes "the right way to play the game".

    The main point in all this, is that AV <b>isn't</b> about giving alien players an <i>advantage</i>, but about <b>mitigating</b> their <u>inherent</u> <i>disadvantages</i> and <b>enabling</b> them to play the way they are <i>designed</i> to.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->I love AV personally, but it being always on would be a bit problematic for lerk spores as they are right now. It'd become either hard to be sure where they are (av on: Particles off) or equally blinding to everyone including your team (AV off: Particles on). I suppose in the long run they could become 50% transparent to aliens to fix this somewhat though. So this is likely a moot point, and if that issue is dealt with I'm sold on the always on idea. Here's hoping we see proper transparency soon either way.<!--colorc--></span><!--/colorc-->
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited January 2012
    AV as it is now is bit of a pain in the ass. It questionable what it brings to the table for gameplay enjoyment. I play with it on 95% of the time and I hate that.

    Twiliteblue's vision mod is a good compromise between the two vision modes, but suffers the similar problem that I will still always have it on. This is still a problem because you miss out on the games true visuals as you will always play in cell shaded Tron mode as aliens. Whats needed is a good compromise between Twiliteblue's vision mod and normal view.

    Make it temporary. You tap 'F' and it emits a sonar like visual like seen in the <a href="http://www.youtube.com/watch?v=0txpeJUsbCw" target="_blank">AV experiment video</a>. For the next 10 secs or so your view is that of Twiliteblue's mod and it slowly fades back into normal view during that time. The drawback could simply be the fact you need to tap f every 10 secs...or also add a small energy cost to it (counter macros). This way you don't miss out on the visuals during the vast majority of your time playing aliens ...and you have a good AV mode when you need it. Also like this AV is not a complete no-brainer alien ability as you need to know and predict when to start activating it.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    We don't need drawbacks.

    I'm saying let's take twiliteblue's vision mod, tweak it as necessary, and make it <b>permanent</b>. So <b>of course</b> you'd have it on <u>all the time</u> - you aren't given any other option (and it should be such that there should be no reason for you to ever want it turned off).

    There are two main features of alien vision that make it so useful:
    - It highlights edges: adding sharp contrast between edges and surfaces.
    - It differentiates entities from geometry by colour/shade, and homogenises the textures of entities (creating almost a silhouette): adding sharp contrast between entities and geometry, and making entities visually striking. * In twiliteblue's mod, this is somewhat more subtle because of transparency, but none of the contrast is really lost.
    Any implementation that kept these two features would retain AV's utility, no matter how subtle the actual visual effects are.
    A natural consequence of twiliteblue's mod is that the effect is more noticeable (and therefore more useful) in darker areas and less noticeable in lighter areas - this is, I would say, working as intended.

    @Kurrine: Yeah, I don't know what it would take to make particles transparent - I don't know if transparency is in the game/engine yet, but I know that it was definitely forthcoming, for the models at the very least. Would model transparency and particle transparency operate on the same system, once that's been implemented, I wonder?
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited January 2012
    Honestly, I don't care if there are drawbacks or not. I just don't want to feel forced to have it on all the time. I want to see the games visuals as they are a good portion of my time playing alien, and use AV when I need/want to. Anything that covers both those two requirements passes in my books.
  • robownz7robownz7 Join Date: 2012-01-21 Member: 141542Members
    I'm against it being on all the time. I want to see the map clearly and regularly and opt in to alien vision when necessary. Would you have marines have flashlight or night vision on all the time too? Doesn't make sense.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    I recently started using this mod myself, went through a few different tries and settled on an opacity that suits me best, to allow contrast and still be able to see the lights good enough. With 50% opacity I had a hard time noticing when pitch black changed to red pulsing light, the change wasn't clear enough. I eventually settled for 33& opacity. It gave enough contrast (I think the initial value given was to low) and allowed me to right away see the state of the lighting in a room. And if the eyes glow, there you have your drawback. If you use it all the time you would be easier to spot in dark areas.
  • KrizzenKrizzen Join Date: 2011-12-16 Member: 138181Members
    If its on all the time, mappers will be pissed!

    For gameplay, however, I feel it should be simliar to the flashlight -- you switch it on and it kills everyone's FPS!

    Really though, it's not too shabby the way it is. Most of the time, I flick it on and off to place the lerk clouds (the name escapes me) and effectively use them as cover. If this is to be a full-on, balls-to-the-wall advantageous vision, then it should highlight marines (like in Predator movies, IR) and it should show an outline (or filled shape) where clouds are.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    <!--quoteo(post=1896757:date=Jan 23 2012, 09:50 AM:name=Krizzen)--><div class='quotetop'>QUOTE (Krizzen @ Jan 23 2012, 09:50 AM) <a href="index.php?act=findpost&pid=1896757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If its on all the time, mappers will be pissed!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Because... of the texture work (which is mitigated by transparency), or something else?

    <!--quoteo(post=1896757:date=Jan 23 2012, 09:50 AM:name=Krizzen)--><div class='quotetop'>QUOTE (Krizzen @ Jan 23 2012, 09:50 AM) <a href="index.php?act=findpost&pid=1896757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For gameplay, however, I feel it should be simliar to the flashlight -- you switch it on and it kills everyone's FPS!<!--QuoteEnd--></div><!--QuoteEEnd-->
    lol

    <!--quoteo(post=1896757:date=Jan 23 2012, 09:50 AM:name=Krizzen)--><div class='quotetop'>QUOTE (Krizzen @ Jan 23 2012, 09:50 AM) <a href="index.php?act=findpost&pid=1896757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If this is to be a full-on, balls-to-the-wall advantageous vision, then it should highlight marines (like in Predator movies, IR)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think this is kind of how it works already.

    <!--quoteo(post=1896757:date=Jan 23 2012, 09:50 AM:name=Krizzen)--><div class='quotetop'>QUOTE (Krizzen @ Jan 23 2012, 09:50 AM) <a href="index.php?act=findpost&pid=1896757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and it should show an outline (or filled shape) where clouds are.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What do you mean by this?




    <!--quoteo(post=1896715:date=Jan 23 2012, 05:48 AM:name=robownz7)--><div class='quotetop'>QUOTE (robownz7 @ Jan 23 2012, 05:48 AM) <a href="index.php?act=findpost&pid=1896715"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm against it being on all the time. I want to see the map clearly and regularly and opt in to alien vision when necessary. Would you have marines have flashlight or night vision on all the time too? Doesn't make sense.<!--QuoteEnd--></div><!--QuoteEEnd-->
    To be clear, my suggestion is that we use twiliteblue's vision mod (or *<u>something like it</u>*) as the default mode. You can see the map clearly and regularly - actually, you can see it more clearly thanks to the outlined edges.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->
    There are *<u>two main features</u>* of alien vision that make it so useful:
    - It highlights edges: adding sharp contrast between edges and surfaces.
    - It differentiates entities from geometry by colour/shade, and homogenises the textures of entities (creating almost a silhouette): adding sharp contrast between entities and geometry, and making entities visually striking. * In twiliteblue's mod, this is somewhat more subtle because of transparency, but none of the contrast is really lost.
    Any implementation that kept these two features would retain AV's utility, no matter how subtle the actual visual effects are.
    A natural consequence of twiliteblue's mod is that the effect is more noticeable (and therefore more useful) in darker areas and less noticeable in lighter areas - this is, I would say, working as intended.<!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
    Please read my reasoning:
    <!--quoteo(post=1896333:date=Jan 21 2012, 05:28 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 21 2012, 05:28 PM) <a href="index.php?act=findpost&pid=1896333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Let's see.
    Aliens cannot attack unless they're standing right next to marines, while marines can attack aliens at any distance.
    Is that not disadvantage enough?

    Now, let's discuss why always-on-AV is a good idea.
    1- It highlights geometries. Aliens need to have good environmental awareness simply to be effective as highly-mobile units - and AV helps tremendously with that, it sets a baseline for competence. It's a tool that every alien should have and use.
    2- It highlights players. Aliens need to have good situational awareness to be effective as melee units - and AV helps tremendously with that, it sets a baseline for competence. It's a tool that every alien should have and use.
    3- A lot of people play with AV always (or 95% of the time) on anyway.

    Now, let's discuss why twiliteblue's mod (or something like it) is ideal.
    4- A corollary to 3 above, if a lot of people play with it always on anyway, you get an Arkham Asylum situation, where all the effort that went into textures/etc. is ignored for the sake of effective play. With transparency, you get the best of both worlds.
    5- It allows players to much more easily differentiate between dark and light areas. Players are no longer dark/light-blind.
    6- It looks different to marine vision, further accentuating the difference between the two sides, without being arbitrarily (i.e. serves no other purpose) different.
    7- It doesn't look like Tron.
    8- It looks cool.

    What about why giving AV any sort of disadvantage is a bad idea?
    9- As discussed in 1 and 2, it is an effective, and necessary, tool for effective alien play. Giving it a penalty is like giving players a penalty for playing aliens. We've been given a weapon to use against an enemy, so why shouldn't we use it?
    10- It divides the playerbase as to what constitutes "the right way to play the game".

    And if we do go with transparency, then there would be no reason not to always use AV, so even more players would just keep it on all the time anyway. Which brings us back to 3, in a way:
    11- There is no reason not to always use AV, so we should just have AV always-on.
    12- By establishing a standard (always-on), you keep the playerbase undivided as to what constitutes "the right way to play the game".

    The main point in all this, is that AV <b>isn't</b> about giving alien players an <i>advantage</i>, but about <b>mitigating</b> their <u>inherent</u> <i>disadvantages</i> and <b>enabling</b> them to play the way they are <i>designed</i> to.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • PekermanPekerman Join Date: 2010-03-07 Member: 70876Members
    edited January 2012
    i still prefer the ns1 version <img src="http://i44.tinypic.com/eug4cg.jpg" border="0" class="linked-image" />

    i think the AV should make only the models brighter
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