Alien Sight
w0dk4
Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">simple change for more usability</div>Could alien sight be made more usable with a simple fix of just overlaying the yellow/red layer only with like 50% opacity?
Like this:
<img src="http://img219.imageshack.us/img219/1061/ns2aliensight.jpg" border="0" class="linked-image" />
Would really increase awareness of your environment rather than seeing just yellow/red stuff. Also very important for determining if you are sitting in a shadow or bright light.
Like this:
<img src="http://img219.imageshack.us/img219/1061/ns2aliensight.jpg" border="0" class="linked-image" />
Would really increase awareness of your environment rather than seeing just yellow/red stuff. Also very important for determining if you are sitting in a shadow or bright light.
Comments
Personally I think the mechanic needs to be worked on, as it could be made into a much more powerful tool for the Kharaa. Right now it doesn't really feel like an essential tool, but a nifty little effect with a couple of bonuses.
Think of AvP3 and the predator vision modes. Distinct advantages and disadvantages to each.
At least I hope it will show spores/infestation etc.
I also think they will look into alien sight more later on, but for now this would make it a lot more usable.
I also think they will look into alien sight more later on, but for now this would make it a lot more usable.<!--QuoteEnd--></div><!--QuoteEEnd-->
I tend to use it a lot, and find it very helpful in game.
Why do people not use it that much?
Why do people not use it that much?<!--QuoteEnd--></div><!--QuoteEEnd-->
this. dont you guys find it hard picking out marines quickly blue/black against that dark blue ns2 style lighting? dark orange against light yellow is great. i only ever turn it off to see if theres infestation or power in a room..
I know the hide spots an the dark corners and nothing better to something Red moving on Green.
Sometimes when I don't use AV I have to reorientate because I forgott how it looks without AV 0_O.
But I agree DI and Spores should be indicated somehow.
It is strange as Lerk sometimes in AV.
But with a Slider for 100% (like it is now) to 0% (for the OP suggestion) in the options would be also OK!
Edit:
The idea of the Skulkbite how it is now is from balance side important.
The Bite does hughe DMG, so if a Skulk can bite with 100% precission while just pressing ( spaming) Bite, they would be Overpowered.
It's how it is to give the Marines a chance!
The combo of leap and bite at the right (not spamed) times is the true power of a skulk!
Not that run after a Marine and bite,bite,bite,bite. Uh where is he? Dead....
And wait till the Onos comes out...
Ahhh I can't see anything because of his big horn!!! Make it transparent or put an eye on it!!
There is a reason why they didn't change it (for 9 years)!
It is the best solution for max Balanec, Atmosphere and Movement. BAM!
People without NS1 =P
Well no, NS1 just made players glow, NS2 runs the entire game on a vectrex.
I object to NS1 flashlight, NS2 flashlight would be so bloody stupid if you had no reason to turn it off.
Which is sort of the point?
I don't want to have to make the game ugly as hell in order to have it be playable.
I am always in alien sight. I only occasionally switch to normal sight to see if I'm on infestation or if I'm in a dark area to hide in. Otherwise its yellow and orange for me. I think this is the opposite of what the devs intended.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Im experiencing Arkham Asylum syndrome. Im in the special Tron view mode the whole game and miss out on the beautiful visuals.</b><!--colorc--></span><!--/colorc-->
I don't think it should be either one or the other.
With this kind of visual mechanic, one always seems to win making the other hardly used.
Alien sight should be something that supplements your vision.
In the early video where the devs played around with different visual modes, there was one that had a lot of fans in the comments...and even from the devs themselves in the video.<b> <a href="http://www.youtube.com/watch?v=0txpeJUsbCw&feature=player_embedded" target="_blank">Watch the video here starting at the 5:08 mark.</a></b>. It looked like the alien was emitting sonar pulse. A green pulse would shoot out and highlight important object orange.
<b>
<u>What I'd like to see is every time you tap "F" it temporarily enhances your vision then it goes back to normal.</u>
Basically tapping "F" it emits a 'sonar pulse' that quickly highlights your surroundings green (or some other color) but quickly dissipates back to normal (you saw examples of this in the video above). However, the important objects (such as players, structures) remain orange for a little while longer and eventually dissipate back to normal (say over the course of 5-10secs). The "drawback" would be that it could cost energy, and that the player has to tap F every time they want to use it. Normally they'll be seeing in normal vision, and only tapping F when they really need to (dark rooms, or right before engagement to have clear targets).</b>
Seconded.
If anything, it probably needs more downside, like having it drain energy or clip vision over a certain distance. I generally have it on all the time and only turn it off so that I can see DI (as a gorge).
If anything, it probably needs more downside, like having it drain energy or clip vision over a certain distance. I generally have it on all the time and only turn it off so that I can see DI (as a gorge).<!--QuoteEnd--></div><!--QuoteEEnd-->
I like those downsides. Maybe Alien Vision can look like Minecraft on Tiny distance setting, as to make it more close combat oriented.
Personally I would like to have it highlight enemies, friendlies and dark areas, more subtly than its current state but not quite as terrible as NS1 alien vision.
--Scythe--
How would it look with even more transparency, maybe somewhere around 75% ? The outlines are probably sufficient for the gameplay feedback, so there's quite a lot of space to play around with the settings to figure good aesthetics.
I'm not too excited about the drawbacks. Give it drawbacks and you're playing quite directly into high gamma players advantage. There's more than that in NS2 already if you ask me. I don't want to be forced to configure too much just to be able to play half the maps without giving advantage directly to the oppositing player.