More Darkness
antacid
Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
<div class="IPBDescription">Pretty please</div>The flashlight in NS2 is absolutely fantastic, but there just isn't enough area's/time to use it.
I love the idea of the lights going out when a power node is destroyed as it forces an intense flashlight-directed limited vision and relies on groups of marines working together to light up surrounding areas, however it always feels like it is too short. The backup red light comes up fairly quickly and the great flashlight feature is rendered useless.
I think the game would be much better if the blackout lasted just a little longer, and if there were hallways / areas in which flashlight usage would be advantageous.
I love the idea of the lights going out when a power node is destroyed as it forces an intense flashlight-directed limited vision and relies on groups of marines working together to light up surrounding areas, however it always feels like it is too short. The backup red light comes up fairly quickly and the great flashlight feature is rendered useless.
I think the game would be much better if the blackout lasted just a little longer, and if there were hallways / areas in which flashlight usage would be advantageous.
Comments
Even if I end up on a team of Marines who are afraid of the dark, I have my brave MACs to repair the light!
But as a commander it's totally crippling.
Perhaps Night vision and alien vision from commanders in power downed areas.
As for the commander viewpoint, I can see what you mean, however I find marine flashlights give enough indication to drop health/ammo in an intense firefight.
Yeah, i like this idea. Something in the comstation to activate emergency lighting for 30sec (or something) in one map area. This will drain energy and shorten the usage of nano shield.
Try using Scanner Sweep from the Observatory. It lights up the area.
<ul><li>destroyed powernode == pitchblack</li><li>powernode with health > 25% == emergency lighting</li><li>powernode with health > 80% == normal light</li><li>and give the alien com the possibility to deactivate the lighting of an area for n seconds.</li></ul>
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I think this is probably the best idea I have seen on these forums in a long time, just imagine the possibilities, if the alien commander could shut off the lights to a desired sector for 10-30 seconds, it would cost energy/resources and would add a nice level of gameplay to the game.
Or follow the Kharaa and their 'cloudy effect.' If they can turn off lights, I don't see how it would make sense over shutting power down entirely (Which would stop marine resources coming in as well.)
Ns2 is not a singleplayer game nor a coop survival alá L4D.
Ns2 is not a singleplayer game nor a coop survival alá L4D.<!--QuoteEnd--></div><!--QuoteEEnd-->
i liked them until i came across said cheaters that killed even aliens in their "natural", dark habitats.
buffing marines through researchable shoulder mounted floodlight upgrades?
In a game with territory, you would have untaken territory be the level playing field, and consolidated territory being the favoured playing field, and enemy territory being the disadvantageous playing field. I had held hope that that's how the power grid and infestation would have played out, but that's not going to happen. Regardless, we're talking about darkness, a separate mechanic, here.
Should dark rooms be the alien-favoured playing field? How do we limit its prominence and effectiveness?
Should lit-up rooms be the marine-favoured playing field? How do we limit its prominence and effectiveness?
Then what is in between? How do we increase its prominence?
sure, some of them are "random" e.g. it is much easier to attack a sub-access-hive from west than a flight-control-hive from south. i think the terrain itself, with all the vents etc. already adds another layer of depth.
also, being seen is not only about darkness, it's also about cover on ground, walls and ceilings. so i guess the darkness should have a stronger impact in order to actually matter compared to the other aspects: +1 for a longer blackout (i would not mind it being dark enough so even gamma-freaks cannot compensate).
as for infestation, i think it already gives fair advantages and disadvantages. aside from the regen and the slowing, i think people often overlook the fact that standing on infestation gives away your position similar to the parasite-effect.
anyway, there are also combinations of lightning and infestation. some other buildings might limit your movement in order to avoid damage (sentries, whips, hydras), distract you (also making you use your clip-ammo e.g. eggs) or give you a favorable position (near a crag or hive) so i really think there are enough prepareable components not to have a binary advantage-situation.
sure, some of them are "random" e.g. it is much easier to attack a sub-access-hive from west than a flight-control-hive from south. i think the terrain itself, with all the vents etc. already adds another layer of depth.
also, being seen is not only about darkness, it's also about cover on ground, walls and ceilings. so i guess the darkness should have a stronger impact in order to actually matter compared to the other aspects: +1 for a longer blackout (i would not mind it being dark enough so even gamma-freaks cannot compensate).
as for infestation, i think it already gives fair advantages and disadvantages. aside from the regen and the slowing, i think people often overlook the fact that standing on infestation gives away your position similar to the parasite-effect.
anyway, there are also combinations of lightning and infestation. some other buildings might limit your movement in order to avoid damage (sentries, whips, hydras), distract you (also making you use your clip-ammo e.g. eggs) or give you a favorable position (near a crag or hive) so i really think there are enough prepareable components not to have a binary advantage-situation.<!--QuoteEnd--></div><!--QuoteEEnd-->
So are you saying that when the power goes out in a room it is not objectively worse for marines?
i'm sure that rotary lights have been suggested at least once before, by me.
and they're available, mappers just have to use them.
I'd say unclaimed areas should be twilight-ish, with crap hanging from the roof and thrown over and other damaged stuff.
the team first claiming that room would push the twilight into it's desired direction (alien - darker, marine - lighter) automaticly recycle the dirt laying around, allowing for a little income boost to build momentum.
Twilight because it's suboptimal for both teams.
i think the Red emergency lights are too bright, they should be light enough so that commanders can see roughly what is going on, but dark enough so that marines have to use their flashlights.
And when lights are on, they aren't bright enough. Aliens should be at a dis-advantage when lights are on.
Though, I will not object to more darkness. Darkness is my friend.
I mean the flashligh realy has not a big point right now, you NEVER has the feeling of "omg whats in this dark corner" no...
The problem in first case, you see every alien on the minimap, you don't even have to see it, a building tells you there is a enemy.
The other thing are the areas, there is no dark area, there is always red light.
I see no problem with make all areas without power, black, just black so marines have to use flashlights and aliens can hide there.
But there will still be a problem with minimap, because NO MATTER if its dark or you can't see the alien, its shown on your minimap.
<!--quoteo(post=1902072:date=Feb 11 2012, 09:34 AM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Feb 11 2012, 09:34 AM) <a href="index.php?act=findpost&pid=1902072"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think there is plenty of darkness. Especially when there's a power-outage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I only saw it in marinebase, but most of the time, the 2 seconds "darkness" if a powernode goes off, never be used and it can't be, because its way to short.
Also if a room would be totaly dark, you can see the alien, how? minimap...but there is no dark area, only a bit "darkish".
<img src="http://i43.tinypic.com/2dwddg5.jpg" border="0" class="linked-image" />
Expects lots of hugs
Now groups of marines can't make it seem like broad daylight.
And it feels more like a personal thing you're doing to help.
Played a bit on MP with this. Dear god make it default.
Oh and Marine commander light ability.
Flares.
Red or blue ones.