More Darkness

antacidantacid 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.
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Comments

  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    I can't get enough of the darkness! Ten seconds of darkness is too short.

    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!
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    Yeah I kinda agree that the blackout is way to short. I would like to see extended darkness aswell :)
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    I completely agree from the first person view it should be longer.

    But as a commander it's totally crippling.

    Perhaps Night vision and alien vision from commanders in power downed areas.
  • KrizzenKrizzen Join Date: 2011-12-16 Member: 138181Members
    Play Mineshaft. Mineshaft is fantastically dark, and beautiful.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    Mineshaft is nice but I am more talking about areas where flashlights would be a requirement.

    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.
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    I think it would be cool if the marine commander could somehow activate emergency lighting in a darkened area rather than have it come on automatically after 10 seconds. How about you guys?
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1900087:date=Feb 6 2012, 07:05 AM:name=DarkOmen)--><div class='quotetop'>QUOTE (DarkOmen @ Feb 6 2012, 07:05 AM) <a href="index.php?act=findpost&pid=1900087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it would be cool if the marine commander could somehow activate emergency lighting in a darkened area rather than have it come on automatically after 10 seconds. How about you guys?<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1900087:date=Feb 5 2012, 11:05 PM:name=DarkOmen)--><div class='quotetop'>QUOTE (DarkOmen @ Feb 5 2012, 11:05 PM) <a href="index.php?act=findpost&pid=1900087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it would be cool if the marine commander could somehow activate emergency lighting in a darkened area rather than have it come on automatically after 10 seconds. How about you guys?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Try using Scanner Sweep from the Observatory. It lights up the area.
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    its fun for the moment but ns1 has shown that dark maps are not very popular (long term)
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I'ma for more darkness too!
    <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>
  • EstevooEstevoo Join Date: 2011-12-25 Member: 138993Members
    There's a little problem with more darkness! it is: the aliens are too fast and strong! I agree with more darkness, if, would reduced a little bit they HP.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    <!--quoteo(post=1900566:date=Feb 7 2012, 09:24 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Feb 7 2012, 09:24 AM) <a href="index.php?act=findpost&pid=1900566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[*]and give the alien com the possibility to deactivate the lighting of an area for n seconds.
    [/list]<!--QuoteEnd--></div><!--QuoteEEnd-->


    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.
  • Banzai¥Banzai¥ Join Date: 2012-02-06 Member: 143902Members, NS2 Map Tester
    <!--quoteo(post=1900774:date=Feb 7 2012, 06:01 PM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Feb 7 2012, 06:01 PM) <a href="index.php?act=findpost&pid=1900774"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.)
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    not gonna happen, too many cheaters out there that think it's ok to artificially crank up the gamma beyond the game's limit.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2012
    Solution: Make your own super dark maps and see how nobody will play them.

    Ns2 is not a singleplayer game nor a coop survival alá L4D.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1900867:date=Feb 8 2012, 06:36 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Feb 8 2012, 06:36 AM) <a href="index.php?act=findpost&pid=1900867"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Solution: Make your own super dark maps and see how nobody will play them.

    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.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1898747:date=Feb 2 2012, 10:54 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 2 2012, 10:54 AM) <a href="index.php?act=findpost&pid=1898747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think I see the real problem with darkness (and other mechanics in Natural Selection, such as cloaking): it's that it's a binary game mechanic. There are two states: light (everyone can see) or dark (marines cannot see). In the first case, this is a level playing field (sort of, not really considering melee vs range here), that's why the game is (relatively) fun. The second case is almost certainly an unbalanced playing field. You could say that the second case helps to balance the melee vs range issue, but the fact remains that it is binary: so either aliens have the advantage, or marines have the advantage. A better approach (on paper) would be to have a unary game mechanic (everyone always plays on the same field), or a ternary game mechanic (each side can gain an advantage): in the latter approach, the perfectly level playing field is the primary playing field (and accounts for the vast majority of the playtime), while the secondary playing fields only grant a team a small, temporary and reversible advantage (to tip the scales). The question is, how would you actually approach such a system in practice (edit: while preserving the asymmetry of the teams)?<!--QuoteEnd--></div><!--QuoteEEnd-->
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The question is, how would you actually approach such a system in practice (edit: while preserving the asymmetry of the teams)?<!--QuoteEnd--></div><!--QuoteEEnd-->
    buffing marines through researchable shoulder mounted floodlight upgrades?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I'm more interested, here, in defining the three kinds of playing field.

    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?
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    i think there is already a smooth transition between terrain (dis)advantages.
    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.
  • CmpKingCmpKing Join Date: 2012-02-09 Member: 144630Members
    1.Power on-lights on 2.power off-emergency lights on 3.infestation reaches power core-completely dark except for very small dim lights by power core. Is this a good idea?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1901099:date=Feb 9 2012, 08:22 AM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Feb 9 2012, 08:22 AM) <a href="index.php?act=findpost&pid=1901099"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i think there is already a smooth transition between terrain (dis)advantages.
    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?
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    ooh so heated. I think that may be 20 seconds of power outage would be fantastic. It should be a really big deal whenever the power goes out in a room.
  • WorshipWorship Join Date: 2012-02-10 Member: 144844Members
    How about instead of a constant red light when the power node is disablbed we get a light that goes in circles. Kind of like a police car lights? Just alot slower.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1901981:date=Feb 11 2012, 03:55 AM:name=Worship)--><div class='quotetop'>QUOTE (Worship @ Feb 11 2012, 03:55 AM) <a href="index.php?act=findpost&pid=1901981"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about instead of a constant red light when the power node is disablbed we get a light that goes in circles. Kind of like a police car lights? Just alot slower.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    pitch darkness sucks for commanders on 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.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    I think there is plenty of darkness. Especially when there's a power-outage.

    Though, I will not object to more darkness. Darkness is my friend.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited February 2012
    I think that the red light should be removed or only visible for commanders.
    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".
  • BCSephBCSeph Join Date: 2005-02-24 Member: 42384Members, Constellation
    I'm starting to imagine NS2 "siege" maps of complete darkness on the alien side...maybe in an Aliens style atmospheric processing plant.
  • FragmagnetFragmagnet Join Date: 2010-07-26 Member: 72873Members
    edited February 2012
    **inserts image of a more intense awesome (longer reaching) smaller flashlight**

    <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.
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