Change babblers, Power outage, and night vision?
GalapagO
Florida Join Date: 2014-01-14 Member: 193121Members
What I mean by big is the amount of work involved not impact. :
Changing alien vision for it to match thermal vision closer.
The colors don't matter because that is based on perception but not everything should be bright. But at the same time the contrast between the marines and the background shouldn't be so great. Certain things should create their own heat as well. Some pipes, steam that is leaking, plants, computer consoles, buildings, and infestation should be moderately bright as well and could help disorient the aliens. Muzzle flashes would be brighter than the marines as well further reducing alien vision's effectiveness.
My point mainly is you don't have to make everything bright and mildly unusable to balance it. Add some trade offs and alien vision can be even more of a fun and different experience.
*Also personal request I really love it even as a marine when the power goes out, could that black out last a little longer before the back up generators hit? Probably would screw up balance but I really enjoy it. Maybe make flashlights have a wider range I dunno.
A request that I've seen else where: Change babblers to either attack faster or act like ticks when babbler bait hits a marine. Each babbler does a certain amount of damage over a certain amount of time. Killing a off another marine causes it to spray some health reducing acid. But welding babblers off remove the babblers with no damage. A marine cannot remove the babblers from himself unless he goes suicidal with grenades. Promotes team work and babbler play *probably would force babblers to be higher in the biomass department though.
I have no doubt in my mind that none of these suggestions will happen. Mainly because it does not bring enough into the game for the effort to do so to be worth it. However I was bored and this kept me occupied for a few minutes.
Changing alien vision for it to match thermal vision closer.
The colors don't matter because that is based on perception but not everything should be bright. But at the same time the contrast between the marines and the background shouldn't be so great. Certain things should create their own heat as well. Some pipes, steam that is leaking, plants, computer consoles, buildings, and infestation should be moderately bright as well and could help disorient the aliens. Muzzle flashes would be brighter than the marines as well further reducing alien vision's effectiveness.
My point mainly is you don't have to make everything bright and mildly unusable to balance it. Add some trade offs and alien vision can be even more of a fun and different experience.
*Also personal request I really love it even as a marine when the power goes out, could that black out last a little longer before the back up generators hit? Probably would screw up balance but I really enjoy it. Maybe make flashlights have a wider range I dunno.
A request that I've seen else where: Change babblers to either attack faster or act like ticks when babbler bait hits a marine. Each babbler does a certain amount of damage over a certain amount of time. Killing a off another marine causes it to spray some health reducing acid. But welding babblers off remove the babblers with no damage. A marine cannot remove the babblers from himself unless he goes suicidal with grenades. Promotes team work and babbler play *probably would force babblers to be higher in the biomass department though.
I have no doubt in my mind that none of these suggestions will happen. Mainly because it does not bring enough into the game for the effort to do so to be worth it. However I was bored and this kept me occupied for a few minutes.
Comments
That said, there are lots of AV mods out there that look -amazing- *cough*Uke's Alien Vision mod*cough*, see if any of those tickle your fancy
There is still a stretch though from changing how it appears, to how it works. That most likely, is not an easy feat.