Lights Off

JubJub Join Date: 2012-11-02 Member: 165844Members
New to the game, played about 3 hours

Not exactly sure how the lighting works but i have noticed when a power node is destroyed, the lights go off for about 10 seconds making it very creepy to play as a marine with just a torch.

Some sort of emergency red lights come on after this time giving pretty good lighting to the area again almost completely negating the advantage of destroying the marine power node as a skulk...

Just a thought, but would anyone else like that darkness to remain longer or be permanent on unclaimed parts of the map (or at least have them with minimal lighting)? this would both add to the creepiness and give more of an advantage to skulks early game...which seem to get destroyed.

Starting the game as a marine, and running to the power node with only a torch to get it online with your buddies would be damn fun.

i really think this would add atmosphere for both sides, not to mention the fact that marines will no longer feel confident running around by themselves.

at the moment, unclaimed areas are far to bright, i think.....just a thought.

Comments

  • nSidianSidia Join Date: 2012-08-15 Member: 155651Members
    I would want the removal of power nodes and creep but that's just me.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    i like this idea, sorta like black mask in rts games
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    As a primarily Marine player, yeah, the emergency lights always bugged me and I loved the feeling of a completely dark room.

    I wouldn't mind having the emergency lights take longer to come on, or even just remove them entirely. (Maybe allow the Comm to turn on the emergency lights for a small tres cost)
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    It's been brought up before, but Flayra decided not to keep the full-darkness as NS2 is not meant to be a survival-horror game.

    Personally, I'm in favor of having the lights stay full-off when a power node has been destroyed, in rooms where no sunlight is present. It would make map control more vital, a significant addition to the immersion and overall feel, and allow the Kharaa an advantage that is sorely needed mid and late-game. While at the same time allowing the additions of phosphorus grenades/flares on the Marine side.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Lights off completely would be fine if the marines torch was not 80% useless 100% of the time.

    No offence, but the marine torch hazing and other issues really needs to be sorted out.
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    edited November 2012
    <a href="http://www.unknownworlds.com/forums/index.php?showtopic=123027" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=123027</a>

    In short:

    - At map start, all areas with unsecured nodes are either in a low-power state (very dim lighting, every other light is turned off) or emergency lighting.

    - When marines secure a power node, the lighting returns to normal, making it very obvious that it's a marine-controlled area.

    - When a node is destroyed, emergency lighting. And seriously, tone down the intensity of the lights, and make the blackout a little longer.

    - A gorge can build a new structure directly into the power nodes that are independent of cyst / infestation. They cover the entire area in infestation and clog the power node, sapping power from the room. The emergency lighting mostly fails, lights begin flickering, etc. Infestation from either hives or cysts that builds up around the power node will automatically clog the node. This clog does nothing else, but is fairly strong and requires marines to hack it away before they can resecure the power node.

    Either way there's a lot more you can do with this than currently. Even if none of this were to happen, I would at least suggest the emergency lighting be toned down overall. It feels more like I'm on the bridge of a nuclear submarine than in an area without power.

    And I'm really kind of tired of hives being always lit up bright and cheery, and marines don't even bother building power nodes in most areas. If building a power node took a while longer and they were at a disadvantage without it, it would provide a sense of expansion similar to alien cysts.
  • JubJub Join Date: 2012-11-02 Member: 165844Members
    <!--quoteo(post=2006179:date=Nov 2 2012, 10:50 AM:name=Temphage)--><div class='quotetop'>QUOTE (Temphage @ Nov 2 2012, 10:50 AM) <a href="index.php?act=findpost&pid=2006179"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.unknownworlds.com/forums/index.php?showtopic=123027" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=123027</a>

    In short:

    - At map start, all areas with unsecured nodes are either in a low-power state (very dim lighting, every other light is turned off) or emergency lighting.

    - When marines secure a power node, the lighting returns to normal, making it very obvious that it's a marine-controlled area.

    - When a node is destroyed, emergency lighting. And seriously, tone down the intensity of the lights, and make the blackout a little longer.

    - A gorge can build a new structure directly into the power nodes that are independent of cyst / infestation. They cover the entire area in infestation and clog the power node, sapping power from the room. The emergency lighting mostly fails, lights begin flickering, etc. Infestation from either hives or cysts that builds up around the power node will automatically clog the node. This clog does nothing else, but is fairly strong and requires marines to hack it away before they can resecure the power node.

    Either way there's a lot more you can do with this than currently. Even if none of this were to happen, I would at least suggest the emergency lighting be toned down overall. It feels more like I'm on the bridge of a nuclear submarine than in an area without power.

    And I'm really kind of tired of hives being always lit up bright and cheery, and marines don't even bother building power nodes in most areas. If building a power node took a while longer and they were at a disadvantage without it, it would provide a sense of expansion similar to alien cysts.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like these ideas, not sure about the Power clogging though, having to put the power back on in the dark will be enough right now without lengthening the time.....it would be to easy to pick off marines with their backs exposed for such a large amount of time.
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    how about make the red emergency light flicker or have them pulsate
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    edited November 2012
    <!--quoteo(post=2006214:date=Nov 2 2012, 11:28 AM:name=Jub)--><div class='quotetop'>QUOTE (Jub @ Nov 2 2012, 11:28 AM) <a href="index.php?act=findpost&pid=2006214"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like these ideas, not sure about the Power clogging though, having to put the power back on in the dark will be enough right now without lengthening the time.....<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah but I never said anything about them having to do it in the dark, just that when it's broken they'll be doing it in emergency lights, just like now. I just want the blackout to be a bit longer so aliens can take more advantage of it (only about 15-20 seconds longer).

    As it is right now it takes about 14 bilebombs to knock out a power node, and it takes about 5 seconds with a welder to build a new one - and you don't even need the commander to spend resources on a new one. The point of clogging it is specifically so the marines can't just weld it up in a few seconds and then instantly have a phase gate ready to go. If you take a node and then manage to infest it, the marines then have to work a bit harder to break you free. This buys the aliens precious time.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->it would be to easy to pick off marines with their backs exposed for such a large amount of time.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If multiple marines are welding and nobody's guarding, they deserve to be eaten.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    <!--quoteo(post=2006221:date=Nov 2 2012, 05:34 AM:name=Temphage)--><div class='quotetop'>QUOTE (Temphage @ Nov 2 2012, 05:34 AM) <a href="index.php?act=findpost&pid=2006221"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If multiple marines are welding and nobody's guarding, they deserve to be eaten.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Exactly this. It's a team game. Rambos are supposed to be easy prey and die almost immediately (see my other complaints about the over-effectiveness of armor and weapon upgrades in other threads, which reduces this significantly). Run in a squad, cover one another, and survive.
  • JubJub Join Date: 2012-11-02 Member: 165844Members
    Is it possible for a mod to do this? Not sure I understand the 'not going down the survival horror' aspect when more darkness would add so much to the gameplay. Playing as the aliens i hardly had to use their 'night vision'

    like talesin said marines could get flares (early game), maybe night vision (late game + expensive) upgrades to counter.
  • FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
    How viable would this be as a balancing act? It would add to the game's atmosphere, and put marines at a disadvantage should the aliens coordinate a power node attack.
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    edited November 2012
    <!--quoteo(post=2006276:date=Nov 2 2012, 12:20 PM:name=Fappuchino)--><div class='quotetop'>QUOTE (Fappuchino @ Nov 2 2012, 12:20 PM) <a href="index.php?act=findpost&pid=2006276"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How viable would this be as a balancing act? It would add to the game's atmosphere, and put marines at a disadvantage should the aliens coordinate a power node attack.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm more wondering how likely anything is to change at this point. In NS1, there were only like three things that ever manifested as actual features that the community asked for (hand grenades, uh... I think the hive / tech chamber implementation... and something regarding siege guns maybe), for the most part they totally blew us off and gave us Combat instead.
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    On one hand I like the idea as it makes the game far more interesting, read: scarier for the Marines.
    On the other hand, wouldn't it balance the game way in favor of the Kharaa team?
  • BlaxxunBlaxxun Join Date: 2010-07-21 Member: 72632Members
    edited November 2012
    While it would be scary for sure, I think this would eventually just feel like an annoying feature. Always carefully searching a room with my flashlight whenever entering a new area like I am playing Doom3 does not sound fun to me.
    I agree though with the sentiment to lower the emergency light intensity and prolong the no-light period.
  • TailorTailor Join Date: 2003-02-24 Member: 13927Members, Constellation
    <!--quoteo(post=2006232:date=Nov 2 2012, 06:46 AM:name=Jub)--><div class='quotetop'>QUOTE (Jub @ Nov 2 2012, 06:46 AM) <a href="index.php?act=findpost&pid=2006232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it possible for a mod to do this? Not sure I understand the 'not going down the survival horror' aspect when more darkness would add so much to the gameplay. Playing as the aliens i hardly had to use their 'night vision'

    like talesin said marines could get flares (early game), maybe night vision (late game + expensive) upgrades to counter.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Fyi, when playing as skulk, the alien night vision makes it waaay easier to target marines.


    I literally never turn it off when skulking or lerking.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    I think you'd get a lot of the benefits just by reducing the intensity of the emergency lights. Low enough that it's hard to see and you need to use a flashlight, but not so low that it's impossible. Low enough to be a disadvantage to the marines, but not an overwhelming one.

    Right now, it sometimes seems like the emergency lights are just like the regular lights, only red ;)
  • JubJub Join Date: 2012-11-02 Member: 165844Members
    <!--quoteo(post=2006410:date=Nov 2 2012, 01:39 PM:name=Tailor)--><div class='quotetop'>QUOTE (Tailor @ Nov 2 2012, 01:39 PM) <a href="index.php?act=findpost&pid=2006410"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fyi, when playing as skulk, the alien night vision makes it waaay easier to target marines.


    I literally never turn it off when skulking or lerking.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah i know, but i try to avoid it when I can, it looks a bit ugly and feels like i'm playing Tron.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    I think it should be like.

    -All rooms with unsocketed powernodes should be on emergency power.

    -All rooms with a destroyed powernode should be on emergency power unless the power nodes has been covered in infestation, at which point the room should go pitch black.

    -All rooms with socketed and built power nodes should have full lighting and power even if covered in infestation.

    You just don't see enough dark rooms. Marines don't even bother building the power in most hallways so that it will just stay lit.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    <!--quoteo(post=2006150:date=Nov 2 2012, 02:14 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Nov 2 2012, 02:14 AM) <a href="index.php?act=findpost&pid=2006150"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lights off completely would be fine if the marines torch was not 80% useless 100% of the time.

    No offence, but the marine torch hazing and other issues really needs to be sorted out.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Turn off environmental lights and that problem goes away.
  • DamDSxDamDSx Join Date: 2004-08-10 Member: 30506Members
    IMO lights should always be off.

    To counter this, Add flares to the arsenal for marines, at the cost of say, 10 pres. 1 flares lasts 1 minute. enough to kill whatever enemy is in the room and get the power node up.


    This would make the game MUCH better in my opinion. Makes no sense that a room is lit without a power node, and then a power node is created and destroyed, the room goes black.

    How was it lit in the first place?



    Also, not a survival\horror? then remove darkness, medpacks, and gorges.
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    I'm a fan of emergency powers fading in and out. (I'm a marine player). Atmosphere can be really great in games and NS2 should take advantage of that.
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