HALT! Development
NEX9
Join Date: 2005-03-08 Member: 44299Members
<div class="IPBDescription">Super Cool idea I PRAY YOU HAVE implimented</div>OK so going over the concept art for NS 2, I noticed these fire fly like cocoons in the infestation image.
<img src="http://www.unknownworlds.com/images/ns2/screenshots/envconcept06.jpg" border="0" class="linked-image" />
Now I pray these little guys are making there way into the infestation, giving the infestation that kharra Esq ambient and lighting those dark halls will need.
But you know what I truly hope for.
I truly hope these little Kharra Esq lanterns are DYNAMIC. In turn I hope they light corridors for kharra but when Marines walk on or get to close to them they dim, drastically almost forcing the use of flash lights or flares in heavily infested area's.
But you say that wont help a sulk 20 yards down the infested corridor lite up like a X mas tree, well make it also optional dynamic with kharra movement, so if your running and chomping all the lights go out, if your sneaking / holding the crouch key all the lights go out.
Obviously it would be a dynamic dimming of these little crafty cocoons, from a Marine running rapidly and up close to one, then a rapid dim. But if a Marines is walking they slowly dim as he nears, extended dim if the Marines running around shooting making noise. but if hes walking and sneaking the lights light back up just as he passes them.
Same for Kharra a bunny hoping sulk chomping at the air as he rushes down a corridor is going to black the place out instantly, for a extended period of time until the blood shed is over, before the light slowly dims back in as your camera slumps to the ground and does the heart rate flat line sound.
Also why stop there? OCs open fire corridor goes black, invisible needle death. Stray bullet uncovers a clocked SC, corridor drops to instant black as the infestation ripples with a shriek. That SC in a black corridor being uncloaking from only a stray bullet may now get a chance to re cloak its self unnoticed.
It has positives and negatives for both sides, you could even go as far to say these little dynamic jacko lanterns love TSA scan. That if a scan is in the area, the fire up bright as can be, blooming for the period of the scan soaking it up all around them.
<img src="http://www.unknownworlds.com/images/ns2/screenshots/envconcept06.jpg" border="0" class="linked-image" />
Now I pray these little guys are making there way into the infestation, giving the infestation that kharra Esq ambient and lighting those dark halls will need.
But you know what I truly hope for.
I truly hope these little Kharra Esq lanterns are DYNAMIC. In turn I hope they light corridors for kharra but when Marines walk on or get to close to them they dim, drastically almost forcing the use of flash lights or flares in heavily infested area's.
But you say that wont help a sulk 20 yards down the infested corridor lite up like a X mas tree, well make it also optional dynamic with kharra movement, so if your running and chomping all the lights go out, if your sneaking / holding the crouch key all the lights go out.
Obviously it would be a dynamic dimming of these little crafty cocoons, from a Marine running rapidly and up close to one, then a rapid dim. But if a Marines is walking they slowly dim as he nears, extended dim if the Marines running around shooting making noise. but if hes walking and sneaking the lights light back up just as he passes them.
Same for Kharra a bunny hoping sulk chomping at the air as he rushes down a corridor is going to black the place out instantly, for a extended period of time until the blood shed is over, before the light slowly dims back in as your camera slumps to the ground and does the heart rate flat line sound.
Also why stop there? OCs open fire corridor goes black, invisible needle death. Stray bullet uncovers a clocked SC, corridor drops to instant black as the infestation ripples with a shriek. That SC in a black corridor being uncloaking from only a stray bullet may now get a chance to re cloak its self unnoticed.
It has positives and negatives for both sides, you could even go as far to say these little dynamic jacko lanterns love TSA scan. That if a scan is in the area, the fire up bright as can be, blooming for the period of the scan soaking it up all around them.
Comments
But i totally agree, I would love to see little lantern things fabricate when the Infestation has consumed a room enough to turn the lights off (evolution at it's best, creating it's own light source to feed it (plants need light))...
I'd expect the lights to be very dim however, maybe 20% of the luminescence of a fluorescent light. (to give ambience)
They'd have to grow only on walls and ceiling (for believability)
They'd have to be "non dynamic" once they spawn, or the lighting will devour CPU / GPU power
They would only spawn once the corridor's lights go out (natural selection: adapting to your environment)
Turning them dimmer / lighter as players go by would be a bad idea if you ask me... could be all kinds of complications and ultimately be the downfall of the idea... KISS (keep it simple, stupid <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
Good idea to make a topic on this, in case it wasn't evident to the Devs that this concept image sparks great imagination in us ^^
heres some mock ups
<img src="http://fc02.deviantart.com/fs21/f/2007/254/0/c/Coridor_dimed_by_NEX17.jpg" border="0" class="linked-image" />
This is how the ambiance the lighting should resemble in infestation, glowing lanterns ever couple of meters but still enough shadow depending on random lantern dynamic generation on infestation birth.
<img src="http://fc01.deviantart.com/fs19/f/2007/254/f/7/Marine_in_the_area_by_NEX17.jpg" border="0" class="linked-image" />
When a marine sneaks into a area and gets close enough to lights they begin to dim, they know hes their, in turn concealing not fully cloaked kharra.
<img src="http://fc02.deviantart.com/fs20/f/2007/254/2/f/darkness_follows_the_noise_by_NEX17.jpg" border="0" class="linked-image" />
If he fires his weapon or runs though a area, sets off Offensive Chamber fire, or disturbs a cloaked chamber. the darkness follows the noise. now you need your torch cos your sulk bait, always hiding the hidden and unknown.
Actually I believe this was the picture with the level of detail they intend dynamic infestation to hold. Perhaps my color burns are a bit to intense but the effect is most certainly there.
Yes once the infestation takes out lighting these little suckers spawn and adapt, it would be nice to have like a string of peal like effects as well, egging kharra could perhaps have a minor light source with in them as well.
If egging in a infested corridor remotely resembled the random blobs and gunk the infestation holds the atmosphere alone is going to be seeping with gross depth and enthrallment.
Don't take this the wrong way.
Don't take this the wrong way.<!--QuoteEnd--></div><!--QuoteEEnd-->
Acctuly the night watchman asked me to leave uni tonight with a half typed post, when I got home, I began typing a second post, the double post in this time killaz posted so I instantly replied to him.
Now drop the subject and post something positive and useful about the thread or ill click the report button on your consti ass, and request this thread be cleaned up or locked.
As I said before I didn't rush out a answer to him, I posted my second post but in that time of doing my best to type put the second post and upload links, he posted. In turn, before I moved on, I figured I would respond.
Cool!
It would give map control a tangible benefit for aliens and be atmospheric at the same time. I like it.
especially like the ping idea lighting up the lanterns
like you already said though, marines will need flares and good working flash lights <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
and i'm guessing that flamethrower will create a nice amount of light when its fired at the DI <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
especially like the ping idea lighting up the lanterns
like you already said though, marines will need flares and good working flash lights <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
and i'm guessing that flamethrower will create a nice amount of light when its fired at the DI <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
yes,
yes,
yes,
NO FLAMETHROWER
I was actually thinking moving_target, that TWO direct shots could rupture the lanterns and the glowing goo goes every were for a time being, like a paint ball mode that gives off light, *note the shot gun would give the best effect here, or more shots. how ever the goo fades after X short time and leaves you in darkness for the longest period of time, till another one can grow back, obviously this can be speed up by a gorge spray.
So in turn you wouldn't want to go around shooting the lanterns, as if there are no lanterns your stuck in the dark. you would be forced to remember were they are when it goes dark, cos of a attack or so on then passable shot or two could light up the area faster than turning your flashy on or dropping a flare, as both of those would probably take away from your weapon for a short period.
So in the darkness you rely on silhouette shadows, accurate point and train lighting from the torch, lobbed radius lighting bound only to the ground provided by flares, or ammo for point/direction lighting bound to dynamically spawned and arranged points. a ceiling pod could also effect the ground as the goo splats to the roof and drops down to the ground, wall pods would trickle down the DI or metal surface leaving like a glowing blood smear. and finally the scan, a drug that sets these little fire Fry's alight.
The shooting of the pods thou, the Kharra shouldn't be able to chew them, unless they are blooming from scan. otherwise that would be unfair, and it would have to be implemented in such a way. Too much glow from the blood would ruin it, not enough would be a useless waste of bullets, and the timers would all need to be tested and fiddled with.
I just wanted to point out as well that moving kharra alone wouldn't bring the darkness, nether non cloaked or cloaked, it would need to be angry attacking kharra that bring the darkness and only if the attack is close to these alien light bulbs, but it would force a black out blanket effect across multiple bulbs in the area.
Also a walking ducking kharra could also send off i am sneaking messages give me darkness, be he cloaked or not. so you could ambush in dark or light.
Seams like a lot of work, more than ten minutes worth anyways. I just figured dynamic lighting, atmosphere, the ability to slightly change game play around you in your favor on a whim, would be awesome.