lights are on without powernode?

VenatosVenatos Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
so whats your oppinion on that, the first time i saw a powernode go down, about the minute i startet my first game, i found it cool, but as i explored the rest of the map i noticed something odd.

even in rooms where there isnt even a powernode installed, there are the lights on as it was monday morning and nothing spezial happend at the weekend.

i learned to life with it, but it still bugs me at times.

my suggestion: there should be this red flashing alarmlight in rooms without a powernode! it would realy add to the feel of being part of a marine-squad that got sent into a recently infected complex. plus it gives aliens a reason to bother with the powernode, because now its mostly ignored if it issnt in the marinebase as they have a little edge in badly lit rooms.

Comments

  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    I like this idea actually, also the default mode should be 'red light' at the start of a game in all rooms, since marines are coming into the map to put the power on and kick some ass. +1, since atmosphere means everything in a game like this.
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    originally that was the plan.. all the rooms should have been connected to a grid system, when a node went off, all the rooms behind become energy critical and are forced to shut down, everything would be down but the red emergency light... but that have been dropped... now we do not have DYNAMIC infestation anymore on the road map, but starcraft2 copy cyst/creeptumor stuff :( *sadface*

    rip deep 3d mesh completely dynamic infestation :( *sadfaceagain*
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    woah what, no more DI??
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    no dynamic infestation? so its gonna be this gross layer of terds over everthing? sigh...
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Em, I don't recall there's any mention of DI 3D mesh being scrapped entirely, would be pretty big news to go unnoticed :P
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    I remember watching the infestation video ages ago and it looked great.. was that some different method than the cysts? how was it supposed to work? it would be cool if infestation spread out a lot from a hive, like to fill the whole room
  • Tool8Tool8 Join Date: 2012-01-01 Member: 139405Members
    I never heard anything about DI being scrapped. I hope it's not.

    @Topic: Mappers invest much time for their maps to look good. This would be for nothing if they made them dark/red most of the time.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    All-bright rooms don't fit the atmosphere aswell and I also agree that it's a bit unlogical that rooms without powernode run on full lights while rooms with a destroyed one revert to the emergency red light. I'm in for having the emergency light always on, would give some reason to build the power nodes in other areas where you don't plan to drop buildings aswell.

    Also I think the mapper is doing something wrong if the rooms are only supposed to look good with full lights on. It's like balancing the map for one side only.
  • cake.cake. Join Date: 2012-01-12 Member: 140165Members
    <!--quoteo(post=1922366:date=Apr 6 2012, 03:01 AM:name=derWalter)--><div class='quotetop'>QUOTE (derWalter @ Apr 6 2012, 03:01 AM) <a href="index.php?act=findpost&pid=1922366"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->originally that was the plan.. all the rooms should have been connected to a grid system, when a node went off, all the rooms behind become energy critical and are forced to shut down, everything would be down but the red emergency light... but that have been dropped... now we do not have DYNAMIC infestation anymore on the road map, but starcraft2 copy cyst/creeptumor stuff :( *sadface*

    rip deep 3d mesh completely dynamic infestation :( *sadfaceagain*<!--QuoteEnd--></div><!--QuoteEEnd-->

    What are you talking about? The current infestation model is a place holder. The final infestation model is still in development.
  • Tool8Tool8 Join Date: 2012-01-01 Member: 139405Members
    I disagree. That's like saying a real painter must be able to draw beautiful landscapes using only differed tones of red. While there may be artist who are good at this, most will probably prefer to use the colors they want.

    Lighting is a <b>very</b> important part of creating a beautiful map and while it is possible to make a good looking scenery using only one color, a dimly red lit room will hardly ever look very beautiful compared to what mappers can achieve with proper lighting. Not to mention how monotonous and boring it is to see the same lighting in each room half of the time while playing NS2.

    The emergency lighting has to stay the dramatic exception, not the boring standard.
  • rehreh Join Date: 2011-12-11 Member: 137450Members
    <!--quoteo(post=1922304:date=Apr 5 2012, 10:13 PM:name=Venatos)--><div class='quotetop'>QUOTE (Venatos @ Apr 5 2012, 10:13 PM) <a href="index.php?act=findpost&pid=1922304"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->even in rooms where there isnt even a powernode installed, there are the lights on as it was monday morning and nothing spezial happend at the weekend.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's not the lighting, that makes the maps look like a freshly hoovered office on Monday morning, but map design. I suppose you're talking about eclipse, but on tram, there are places with obvious signs of destruction and havoc if you're after them. Dramatic lights aren't necessary. The same on mineshaft. I may be alone, but I prefer games to be easy on the eyes and flashy drama saved for special circumstances.
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    How about pre-powered rooms literally just having less (white/yellow) lights? Be it that some of the light sources are turned off at first, some of them toned down a bit or all of them at a lower brightness at first? I personally like the idea of a few extra lights turning on when the room gets powered the first time, but an easy thing would be to just have all the (non-marine spawn) lights be less bright when the match starts.
  • rehreh Join Date: 2011-12-11 Member: 137450Members
    <!--quoteo(post=1922500:date=Apr 6 2012, 03:05 PM:name=Rover)--><div class='quotetop'>QUOTE (Rover @ Apr 6 2012, 03:05 PM) <a href="index.php?act=findpost&pid=1922500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about pre-powered rooms literally just having less (white/yellow) lights? Be it that some of the light sources are turned off at first, some of them toned down a bit or all of them at a lower brightness at first? I personally like the idea of a few extra lights turning on when the room gets powered the first time, but an easy thing would be to just have all the (non-marine spawn) lights be less bright when the match starts.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Very nice idea.
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    You can think about it like this. A room with unsocketed power node has a complete circuit that allows for the lights to be on. However this system does not have the backbone to allow the power hungry marine structures to function. Once the power node is installed the circuit can now handle the load and structures are now functional. When an alien attacks this node it actually damages the entire circuit and the lights no longer function and backup power kicks in allowing partial emergency lighting.

    See now immersion isn't broken.




    Or nanites, whichever fits the bill.
  • rehreh Join Date: 2011-12-11 Member: 137450Members
    <!--quoteo(post=1922508:date=Apr 6 2012, 03:49 PM:name=Industry)--><div class='quotetop'>QUOTE (Industry @ Apr 6 2012, 03:49 PM) <a href="index.php?act=findpost&pid=1922508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can think about it like this. A room with unsocketed power node has a complete circuit that allows for the lights to be on. However this system does not have the backbone to allow the power hungry marine structures to function. Once the power node is installed the circuit can now handle the load and structures are now functional. When an alien attacks this node it actually damages the entire circuit and the lights no longer function and backup power kicks in allowing partial emergency lighting.

    See now immersion isn't broken.




    Or nanites, whichever fits the bill.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have relayed this plot to my electrician friend and it broke his immersion from a beer induced state of mind fuzziness, only to look at me with utter insolence. :)
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    Just remind him. THE FUUUUUUUUUTURRRREEEEEE.
  • VenatosVenatos Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
    some rooms and corridors on mineshaft and tram have nice eniviromental lighting, i wouldnt whant that to get changed.

    but consider this: aliens prefer dark and moist enviroment, so its natural to them to get the lights out in their enviroment.
    marines on the other hand, would try to get the lights on to better spot and eliminate aliens at range.

    i think the map should reflect that at any given situation, as marine u get an uneasy feeling when entering a badly lit room which might be full of aliens, u sure as hell dont want to go in there alone = entuetive and natural building of marine squats anyone?

    as alien its the same, you wander half the map in a comforting dark enviroment and suddenly you stand in front a well lit room, that was dark 2minutes ago, you wouldnt wander in there like on a sunday after dinner walk, you get exited, get into an ambush position and listen.... if you dont hear anything, you will carefully scout the room and if its empty youll go straight to the powernode.
  • rehreh Join Date: 2011-12-11 Member: 137450Members
    As an alien, instead of harsh, red darkness, I'd prefer to have dimmer switches in the hive rooms. I'd turn the lights out a bit to an atmospheric, subdued light and play some slow music to put the hive in an egg laying mood.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    <!--quoteo(post=1922530:date=Apr 6 2012, 01:14 PM:name=reh)--><div class='quotetop'>QUOTE (reh @ Apr 6 2012, 01:14 PM) <a href="index.php?act=findpost&pid=1922530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As an alien, instead of harsh, red darkness, I'd prefer to have dimmer switches in the hive rooms. I'd turn the lights out a bit to an atmospheric, subdued light and play some slow music to put the hive in an egg laying mood.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I laughed.
  • SwampRatSwampRat Join Date: 2003-02-10 Member: 13369Members
    There have been a few threads around this, one at least had some dev comments that were quite interesting - I can't remember where though.

    I'd have thought that 3 states would be best - one quite bright (but still up to the mapper so can be atmospheric) one neutral/atmospheric (being brightish in places possibly, but with enough shadows around) and one emergency lighting/dark.

    All rooms would be 'neutral' except those held by marines with a powernode (including those held by aliens), rooms drop into 'emergency' mode for a shortish time after a powernode gets taken down or at the direction of the alien commander (with cooldown probably). It sort of makes sense if there was a base level of lighting around that could self-heal but got affected by system shocks.
  • VenatosVenatos Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
    exactly my thoughts!
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    Is there a reason why areas with a not installed yet powernode are default lights-on at the start of a game (i.e all rooms with power nodes except marine spawn)? Would be much more atmospheric if default was red emergency lightning in those rooms as well. Would give a big boost to the immersion and atmosphere when first entering those areas.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2012
    The reason is, because the devs haven't looked into this yet. There are more important issues at hand right now like new features, content, ongoing optimisations and of course bugfixing :)
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    I agree, there's definitely more pressing matters, even in terms of just wonky gameplay. (Alien tech tree, onos, alien dominance in general, ...)
    Was just wondering if it's like a coding restriction or just something that they haven't gotten to yet.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Well, code is of course very flexible and they have full control. So it's not a coding issue. The problem is that visually a brightly lit room vs a somewhat darker room (unsocketed power node), wouldn't actually indicate this room is one that has an unsocketed power node.

    Bright rooms (powered)
    Darker rooms (unsocketed)
    Very dark -> Red emergency lighting) (unpowered)


    The difference between Bright and Red emergy lights is quite obvious. But what would set a unsocketed room apart from a bright room, without giving the impression of "oh this lighting is bad..."?
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    It's not a power node anymore, it's meant to hack into the power grid and give the tsf use of there buildings.

    The mood theyre going for is dim light for alien control, red for contested and bright light for the rines. Once DI is in it will cover lights and give rooms a green tinge and the infestation fog will darken rooms even more.
  • RiCexEaTeRRiCexEaTeR Join Date: 2010-05-10 Member: 71700Members, Reinforced - Shadow
    edited April 2012
    I think aliens should have an effect on sockets too. If creep reaches a unsocketed or damaged socket it interfers with all electroncs causing the lights to turn off completly.

    Socketed = lights
    Damaged/no socket = red
    Alien creep socket = blackness

    As a marine I would be scared ****less to walk into a pitch black room alone
    As an alien I get to be creepy

    And mappers would have the opportunity to show off their stuff more bcz the flashlight effects on the environment are awsome in this engine
Sign In or Register to comment.