Quick Idea
Karrd
Join Date: 2005-02-26 Member: 42555Members
<div class="IPBDescription">Defensive marine tech</div>Just a idea that occurred to me in passing:
This could be used as either a structure, or simply a new tool/grenade.
The basic idea is something that would create a bright semi-strobe effect in an area. Marines would be nearly immune to the effect (explained away as their visors automatically adjusting) but for any aliens it would create alternating bright flashes. The idea is that it would impair slightly any attacking aliens. Over time aliens would adjust to it (so the first flash is almost blinding, then the next one slightly less so, until it eventually it only becomes annoying instead of impairing, this ignores that fact a players real eyes would also adjust). To a marine the flashes would look like slight darkening, enough so they know it's happening but not enough to really affect their game.
I think this might be an interesting addition to the marine arsenal, something that would play more to their high-tech attitude, and I think it would be simple to test and program in the HL2 engine. The only real doubt I have on it would be how much stress that frequent a shift in lighting would put on the client computers.
This could be used as either a structure, or simply a new tool/grenade.
The basic idea is something that would create a bright semi-strobe effect in an area. Marines would be nearly immune to the effect (explained away as their visors automatically adjusting) but for any aliens it would create alternating bright flashes. The idea is that it would impair slightly any attacking aliens. Over time aliens would adjust to it (so the first flash is almost blinding, then the next one slightly less so, until it eventually it only becomes annoying instead of impairing, this ignores that fact a players real eyes would also adjust). To a marine the flashes would look like slight darkening, enough so they know it's happening but not enough to really affect their game.
I think this might be an interesting addition to the marine arsenal, something that would play more to their high-tech attitude, and I think it would be simple to test and program in the HL2 engine. The only real doubt I have on it would be how much stress that frequent a shift in lighting would put on the client computers.
Comments
1. A lot harder to hit anyone
2. A lot harder to navigate away to safety
Even if the effects become less the more blinded you get it wouldn't matter much as most would die and get their adjustment reset anyway.
I just thought this might be a good idea for the developers to try out. It sounds like the kind of thing that should take only a few minutes to set up for testing. If it's too overpowering then they can just scrap it after giving it a try. I don't think it would be because people being people after a while of playing the advantage would be decreased when players get used to it. It wouldn't go away, instead it would be something to slightly tip the odds in marines favor when defending an area.
I should also have clarified that if this was implemented as some sort of equipment it should have a short lifespan. If done as a structure (which to me sounds like the better idea) then it would stay on so long as the area is uninfested.
Anyways, would someone who knows about the HL2 system be able to comment on how hard this would be to code/test?
Ever thought about people with epilepsy?
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not in a sexual way.....
although yes this idea would be very annoying for alien players
So when is this actually meant to be used? You simply throw it on your feet when aliens are nearby/attacking? It sounds more of a gimmick then a actually useful thing.
Also try to come up with a kharaa counter, were on a delicate balance after all.
And as to when it would be used, it's a defensive tech, so basically every time you are defending and have the time to set it up you'd want to use it.
If you want to see the principal under which this works here's a simple experiment you can do:
Throw something into a room in a semi-random way behind your back (or better yet have someone else just set it randomly in the open), now turn around and pay attention on how long it takes you to spot the item.
Now repeat the same thing, except this time as you turn around start turning the light in the room on and off. You should notice it will take you a little bit longer to spot the item. This is a really crude example, but it really does work. Your eyes are wired to adjust to and react to changes in light, and while this is happening they are less efficient.
And as to game balance, not every change has to have a 1-1 counter for each team. One of the major points of <b>Testing</b> the game is to work out balance. If it unbalances things it could easily be scrapped or something for the other side can be added.
Again, it would help a lot if someone more familiar with the HL2 engine could comment on how hard to implement this is.