Darkening Alien Start Areas
henrythewhite
Join Date: 2011-01-29 Member: 79551Members
<div class="IPBDescription">Aliens should be able to darken spaces where no socket has been built</div>With the new socket model for power nodes, there are sections of the map which never end up going dark. This is not because the marines hold on to them indefinitely, but because the aliens are never able to put out the lights without a marine first building a socket there. As much as I enjoy the socketed power node style of play, it does seem a bit weird that the alien start should have its lights on all game long.
I would like to see something simple that aliens could do to turn out the lights in an area. I love the atmospheric feel of dark alien hives glowing with organic light sources, and I think that there should be more of that. Perhaps something simple, like having a gorge place a cyst on an unsocketed power node? Or giving the alien commander the option to click on unsocketed power nodes near infestation to grow over them and turn out the lights? Looks could vary, but the important part is just to make the hive area dark and organic-feeling.
You'd also have to consider whether this would slow down game-flow by making it take longer for marines to clear and build in areas, but I'm sure something could be done. What do you folks think?
I would like to see something simple that aliens could do to turn out the lights in an area. I love the atmospheric feel of dark alien hives glowing with organic light sources, and I think that there should be more of that. Perhaps something simple, like having a gorge place a cyst on an unsocketed power node? Or giving the alien commander the option to click on unsocketed power nodes near infestation to grow over them and turn out the lights? Looks could vary, but the important part is just to make the hive area dark and organic-feeling.
You'd also have to consider whether this would slow down game-flow by making it take longer for marines to clear and build in areas, but I'm sure something could be done. What do you folks think?
Comments
I agree with your post. Alien controlled areas should never be bright like the marine areas.
I don't really get the socket-power node thing...areas look powered but need the power node, and aliens have to wait for a powernode to be placed then destroy it, only then will the lights go out. Why can't they destroy the socket itself and force marines to construct that?
Whatever the devs think about the sockets I'm sure they'll make it so alien start is or can be made dark, there's no reason for it to be otherwise.
Maybe infested powergrids show up different to com like static since he's losing control of that area.
Keep darkness a short term blip (some nanites somewhere need to flip a trip switch back on) but let the alien comm trigger it in infested areas
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Hive fog is planned but has not been implemented yet.
Lit/powered areas (Completely lit and powered with socket in node) = Marine friendly and controlled. Marine start begins in this state.
neutral red steady lighting (Barely any flickering at all if any with broken socket) = Contested areas. Unlike in the current build, All rooms except Marine and alien start begin here.
Unlit/unpowered areas (Minor red light flickering with cyst in power node) = Alien controlled and friendly. Alien hive starts in this state.
The one side idea I have is allow gorges to drop a cyst on a power node. This cyst won't expand or create any infestation. It will merely work like a reverse power socket, effectively shutting down the rooms power completely.
But yeah, adding to the discussion, alien areas are a little to bright and can benefit the marines slightly as well as aliens. It is much more marine friendly than the 'contested areas'.
And also, I really hate the crappy emergency lighting, it looks horrible so please change that soon.
Edit : I also like the idea for the gorge (Or commander or both) that he can put a cyst on a power socket. It doesn't necessarily have to do anything but it could just be something to block one from being 'socketed'. That way they can't just get MACs to build loads everywhere but instead they have to destroy the cyst first and then build it. It promotes a player and commander sort of play.
Perhaps it could prevent the commander from using the nano-shield and dropping health packs. That way he has to get the marines to destroy the cyst before he can help them.