Hunting Marines
Macguyvok
Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
<div class="IPBDescription">And finding them in the dark... II</div> Well.. this is a thread copied from coil's beta test thread found <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=33649' target='_blank'>here</a>.
My thoughts are: Make a alien flashlight, where it raises the visable gamma by 10 to 20%, but makes alaien eyes glow... I've posted this before.. however, now a PT has raised this issue.... so I figure I'll throw it out here again....
Also.. to repeat coil's question.... how many ppl play with elevated gamma? I turned mine down to preserve the atmosphere.. I think that dark NS rooms are fitting.. and that aliens should eb able to find marines in the dark... and since marine flashlight has a cost.. alien flashlight should too... hehe...
Also.. you might wanna change the marine flashlight model to something akin to this also.. since I hear ppl complaining about it being useless.. however I think it's fine....
My thoughts are: Make a alien flashlight, where it raises the visable gamma by 10 to 20%, but makes alaien eyes glow... I've posted this before.. however, now a PT has raised this issue.... so I figure I'll throw it out here again....
Also.. to repeat coil's question.... how many ppl play with elevated gamma? I turned mine down to preserve the atmosphere.. I think that dark NS rooms are fitting.. and that aliens should eb able to find marines in the dark... and since marine flashlight has a cost.. alien flashlight should too... hehe...
Also.. you might wanna change the marine flashlight model to something akin to this also.. since I hear ppl complaining about it being useless.. however I think it's fine....
Comments
and as for right now, the marine flashlight does its job admirably. It doesn't make it unfair by making all skulks pop out of the dark just by turning it on, you have to have a general idea of where they're at already. Flashlight+pistol=pwn in 1.04 against hiding aliens.
Marines: NVG. The NVG increases gamma by say 10%, and puts a blue hue over everything *since marine visor is blue.. and I like blue... color don't matter.* The downside here is that it's either on an energy system, or it makes the visor glow to a small degree, or somehow it lets the alien know ruffly where the marine is.
Aliens: A more 'natural' night vision in the form of all it does is increase the gama of the room 20/30%. (enough to see basic shapes, and marine location) Downside is thier eyes glow, and it possibly slowly uses energy.
This way both sides have a similiare effect, and the same downside... so a marine in a room, and a sulk in a room get to play a waiting game, to see who let's thier position be known 1st... hehe... It would be SOO fun! (And this could give flayra the excuse to nerf gamma)
It's probaby because I actually did the gammatuning included in the NS folder to play the way it was meant to be played™
Sensory chamber is my best friend. I get more kills with sensory chamber than with the movements and defence chambers combined, and thats only because of Adv. hivesight. It is the <u>only</u> way i can see marines in 3/4s of the maps. Don't get me started on vents. I cant find my through any of them, save for the ones that have some actual light in them (which isnt very many).
Personally with the removal of Adv. Hivesight in 1.1, I'm hoping(even though its very very unlikely) that they will make Adv. Hivesight the regular default for the alien "flashlight". Obviously there would have to be a downside, but thats not my job.
/rant