marine flashlight
c0ke
Join Date: 2004-07-02 Member: 29676Members
<div class="IPBDescription">its /use/</div>im quite surprised how curious the marine flashlight is
it has a wide beam that doesnt even make it 10 meters
come on, its hundred(s) of years in the future, yet theyre walking around with flashlights (what already looks primitive), further these <b>flashlights of the future</b> are not even lighting things up 10m away? doesnt make sense to me and thats not comparable with the aliens flashlight (what probably wasnt the goal)
this leads us to another point. using flashlight does not give any disadvantage to the marines (same goes for aliens flashlight), so its the best to use it 24/7 and never turn it off.
<b>whether youre using your flashlight or not, aliens see you anyway</b> due to their flashlight.
so my suggestion is: have the flashlight of every player turned on by default and remove any option to turn it off
--you really gotta change some stuff there. e.g. give marines a proper flashlight! but it consumes energy over time (like JPs or flashlights in HL) so you cannot use it 24/7 (and maybe something alike for aliens flashlight)
it has a wide beam that doesnt even make it 10 meters
come on, its hundred(s) of years in the future, yet theyre walking around with flashlights (what already looks primitive), further these <b>flashlights of the future</b> are not even lighting things up 10m away? doesnt make sense to me and thats not comparable with the aliens flashlight (what probably wasnt the goal)
this leads us to another point. using flashlight does not give any disadvantage to the marines (same goes for aliens flashlight), so its the best to use it 24/7 and never turn it off.
<b>whether youre using your flashlight or not, aliens see you anyway</b> due to their flashlight.
so my suggestion is: have the flashlight of every player turned on by default and remove any option to turn it off
--you really gotta change some stuff there. e.g. give marines a proper flashlight! but it consumes energy over time (like JPs or flashlights in HL) so you cannot use it 24/7 (and maybe something alike for aliens flashlight)
Comments
Also, if your main problem with the current flashlight is that it doesn't realistically cast far-reaching beams of light, it doesn't really sound right to add an even more unrealistic energy meter that only lasts long enough to actually effect how the marines use it. I'd hate a permanently on flashlight, it so easily gives away your position and would really be unnecessary when you spend so much time in already lit rooms.
Sure the current flashlight doesn't feel right with its relatively low range, but the actual mechanics behind it, just like Ns1, work.
I'd like it so marines can not use it when they are not in 'contested' rooms. The reason for this is purely that I am constantly blinded by noob teammates who walk around with the flashlight on all the time.
They seem completely unaware, that while the flashlight does not use atmospherics on their own screen, it does for everyone else. Maybe it's just me, but the flashlight is way too bright over it's short distance.
I wish people understood the pain and blindness they cause their teammates by walking around with the bloody thing on all the time!!
You can use a real world one.
Flashlights <b>destroy</b> your night vision. Oh sure, you'll see the cone your light illuminates, but outside of that it's going to be absolutely pitch black. IE you will be blind to anything not in the cone of light (the cone including the shadowy periphery of the light.)
If you have basic night vision, the ability to detect motion, make out objects grainily in black and white in very dark settings (IE normal human nightvision) you have better awareness of approaching threats, but a poor ability to make out detail and exact positions.
You'd enter without the light, turn it on when you're pretty sure there's a threat. The problem is after you turn that light on, you better be right about the threat and you better not let it get into the darkness again or your in for a world of hurt.
That's a natural, realistic advantage/disadvantage to flashlights right there.
I'd personally also narrow the cone of the light a little and increase it's power, but that's just me. In the end, it's ultimately kind of silly (and perhaps homage to Aliens) that you use flashlights at all, NVG's would be pretty advanced at that period in time I bet, but maybe they prefer the rough and ready flash light. That sort of thing is really dependent on the fiction. Maybe frontiersmen are sort of third world style troops where they're outfitted to be as cheap and replaceable as possible by companies worrying about their bottom line.
As for alien flashlight, the problem with that is it really overwhelmingly good. Its practically a skin hack for aliens. Without reducing contrast (like AvP classic) to make it really useful for only navigation, you can't make it worse in it's current state except perhaps by following the flashlight example. They added "clicking" to make it sound sonar like. Maybe you could set it up so when loud noises occurred they'd "spoof" the aliens "sonar vision" making it hard to see in when a marine is unloading his rifle in the room.
Edges aren't exaggerated? Doesn't that depends on what the edge is made on, how it bounces sound hitting an edge, and more importantly how the brain interprets that. If one set of sounds takes longer at a certain point, it's perfectly believable the brain will put extra emphasis on this change in distance thus giving us the "highlighted" edge effect. Same with moving objects such as humans, which even when standing still are moving thus constantly changing the distance sound travels between the two.
Because were dealing with a fictional organism without real life basis, we can have their sonar do pretty much anything that results in a change in distance or shape, including highlighting objects because ultimately, sonar is just measurement of distances followed by interpretation by a brain (or computer in the case of equipment.) Anything that can effect any part of this resulting in different feedback could be justified.
Mainly I went to the idea because it's shallow enough scientifically to be intuitive while still feeling like it might be believable to someone dealing with crazy aliens. Same thing with the games magic nanites. It does what it does because of nanites, it's a shallow enough explanation to prevent causing problems but intuitive enough (even if it's not necessarily accurate) to suspend disbelief.
im not really worrying about an explaination for the "why", but about the advantage/disadvantage thingy
the advantage of the marines flashlight is you see things that are closer than 10m to you much better. the disadvantage is aliens <b>that are currently not using their flashlight</b> can see you a little earlier. but since their flashlight ignores the marines flashlight totally and aliens are using theirs >90% of time because its a <b>guaranteed advantage</b> this disadvantage nearly vanishes completly. another disadvantage might be that you're blinding teammates etc, but this is nothing to really worry about compared to its use (imo)
so the first thing that came up to me was the most simple one; consumption of energy.
yet i have to say, i'd also prefer something more drastic (like a night vision or something very diffrent).
but the bad thing about it is the athmospheric it could take away. thats why i think UWE is going to stick to flashlights so night visions and such are no option.
what could a disadvantage look like, when its not the consumption of energy?
should flashlights be something researchable by the comm? buyable at the armory? maybe your crosshair disappears when its on?
infact, i just wanted to point out that something needs to be done about it as well as for the aliens flashlight. there has to be <b>a reason</b> why you should (atleast temporarily) turn it off!
maybe you got any better ideas that might satisfy UWE ;)
The same happens with flash lights which is why it's not always a good idea to use a flash light in certain situations (especially combat) because outside of the cone of light you are totally blind, whereas without the flash light, you can see dimly and are sensitive to movement but unable to make out good detail.
Change the flashlight effect. Most of the time it makes it actually harder for me to see anything. And it is annoying that its range is less than 10 meters...
Edit: And I do support the integration of nightvision/heatvision. But if they would make it into the game, they should definitly have some disadvantages. Replacing the flashlight, only 30 sec battery life?
The same happens with flash lights which is why it's not always a good idea to use a flash light in certain situations (especially combat) because outside of the cone of light you are totally blind, whereas without the flash light, you can see dimly and are sensitive to movement but unable to make out good detail.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't understand why the marines don't have NVG's, possibly through an upgrade where marines can buy em' (Maybe it'll be put in.) Something similar to Kharaa and their night-vision, only being majorly restricted in high-light area's (More like ARMA II has it, where even turning them on in dark area's will cause you to go blind for a brief moment.)
ye sorry, when i was talking about "night vision" i meant the goggles NVG.
if this disadvantage that you cant see much outside the cone is already implemented (i didnt notice that yet), it actually might be a "good" disadvantage. yet, the beams cone is still VERY wide and huge, so it wouldnt take much of an effect.
<!--quoteo(post=1900646:date=Feb 7 2012, 08:53 AM:name=azimaith)--><div class='quotetop'>QUOTE (azimaith @ Feb 7 2012, 08:53 AM) <a href="index.php?act=findpost&pid=1900646"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Probably because they didn't want to remove the effect of darkness in both atmosphere and effect with NVG's even if it would be realistic, it wouldn't necessarily be a good fit.<!--QuoteEnd--></div><!--QuoteEEnd-->
thats it, from what i know. the athmospheric and marines would become too strong when theres no place to hide for the aliens. thats why i think theyll stick with the good old flashlights :D
The marine HUD doesn't need anymore elements in it, having a stamina bar has already been proposed, and having another bar to indicate how much energy the flashlight has to fix a practically non-issue is unnecessary. If players choose to have their flashlights on all the time, so be it, even if they don't realize it, they are advertising their presence to any alien even in the adjacent room. Having the flashlight on in already lit-rooms is already discouraged as it doesn't make it any easier to see, obscures teammates vision, and communicates marine presence at the same time; players will eventually learn when and when it is not appropriate to use the flashlight, and those who don't often don't play the game much anyway, or don't stick around for very long.
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This. Absolutely my opinion.
Should I have a disadvantage by pressing the jump key?
Should I have a disadvantage while using the directional keys?
I would, personally, eliminate all disadvantages from both flashlight and alien dark vision. That is, remove the atmospherics from marine flashlight and increase its range and cone, and have transparency for alien dark vision (or something similar).
They could always make the stamina and energy (flashlight) combined, we all know how well that has worked for a certain game. [/sarcasm]
and when an option <i>that is not the "normal" one</i> is used >50% (especially @alien flashlight) then something is going terribly wrong
i do not really care if the marine flashlight is going to suffer any penalty cause i dont see any disadvantage for myself, yet i think its not working as intended (same goes massivly for the alien flashlight)
this especially applies for the case the marine flashlight is being "fixed" and the beam reaches beyond 10m
what <i>might</i> explain something
I'd be fine with a timer on the flashlight. It doesn't need a hud element, as it could start to dim and flicker as it's running out of juice.
I'd be fine with a timer on the flashlight. It doesn't need a hud element, as it could start to dim and flicker as it's running out of juice.<!--QuoteEnd--></div><!--QuoteEEnd-->
If your teammates are flashing a light at you or you want to go 'silent' so to speak, then tell them that and hopefully they'll listen. I don't see how a flashlight will have a minute full of energy before needing to be charged up, even mechanical ones today can run a full 5+ minutes on 15-30 seconds of cranking or movement.
Even with this being a game, I found the quick dying flashlight to be an annoying mechanic that doesn't make too much sense. Saying that though, I would love to see some flickering action and dimmed down light, but I don't want to see flashlights completely dying after half a minute or so.
Sadly this is usually not the case, even after asking them. They'll still run around the map with the flashlight always on. Maybe a sort of community training video is in need.
Also, if your main problem with the current flashlight is that it doesn't realistically cast far-reaching beams of light, it doesn't really sound right to add an even more unrealistic energy meter that only lasts long enough to actually effect how the marines use it. I'd hate a permanently on flashlight, it so easily gives away your position and would really be unnecessary when you spend so much time in already lit rooms.
Sure the current flashlight doesn't feel right with its relatively low range, but the actual mechanics behind it, just like Ns1, work.<!--QuoteEnd--></div><!--QuoteEEnd-->
You beat me to it. It gives away position for aliens who don't have theirs on all the time. I agree it needs to be extended but it can also blind teamates and its best to have it to turn on and off for fun as well as practicality.
and when an option <i>that is not the "normal" one</i> is used >50% (especially @alien flashlight) then something is going terribly wrong
i do not really care if the marine flashlight is going to suffer any penalty cause i dont see any disadvantage for myself, yet i think its not working as intended (same goes massivly for the alien flashlight)
this especially applies for the case the marine flashlight is being "fixed" and the beam reaches beyond 10m
what <i>might</i> explain something<!--QuoteEnd--></div><!--QuoteEEnd-->
So between walking forward, left, right, or backward, which is the normal setting?