hive sight / f sight
darktimes
Join Date: 2007-12-24 Member: 63247Members
<div class="IPBDescription">and skulk view (not rotation)</div>my suggest is that the hive sight need to be improved
1. night vision
i have a image in my head that alien terretory/hive rooms /DI area
should be really dark, so dark that you nothing see as marine. you need to make use of your flashlight
as alien in dark areas in NS1 you have no help like this
a night vision that make all areas brighter would help
2. thermal vision
in ns1 you see all whit 50% transparence and white
i suggest that you see all marines whit 20% transparence and they glowing red
other aliens glow light green
buildings can stay white or gray
that make its more easy to identify marines
i think that the hive sight is mostly useless in ns1
and that is really sad
i will improve this that its become a usefull skill/tool/whatever-you-want
to skulk view:
i hate this "i have a eye on my thounge" view
on the model and in the concept art
see you eyes
why can you not look whit these eyes?
i dont suggest that the view is completly free
maybe you can see youre nose, some theets and this "rope things"
<a href="http://www.unknownworlds.com/ns/concept/" target="_blank">http://www.unknownworlds.com/ns/concept/</a>
look at the black-white skulk to get a idea what i mean (scroll down)
1. night vision
i have a image in my head that alien terretory/hive rooms /DI area
should be really dark, so dark that you nothing see as marine. you need to make use of your flashlight
as alien in dark areas in NS1 you have no help like this
a night vision that make all areas brighter would help
2. thermal vision
in ns1 you see all whit 50% transparence and white
i suggest that you see all marines whit 20% transparence and they glowing red
other aliens glow light green
buildings can stay white or gray
that make its more easy to identify marines
i think that the hive sight is mostly useless in ns1
and that is really sad
i will improve this that its become a usefull skill/tool/whatever-you-want
to skulk view:
i hate this "i have a eye on my thounge" view
on the model and in the concept art
see you eyes
why can you not look whit these eyes?
i dont suggest that the view is completly free
maybe you can see youre nose, some theets and this "rope things"
<a href="http://www.unknownworlds.com/ns/concept/" target="_blank">http://www.unknownworlds.com/ns/concept/</a>
look at the black-white skulk to get a idea what i mean (scroll down)
Comments
but i guess aliens have poor eyes but they still wanna savour their meals visually <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
as for your night/thermal vision idea.. well, it's an interesting idea, doesn't have to be implemented strictly in that way. i think the idea is that either you make the aliens more effective at fighting in the dark by making things appear brighter to them (like a cat's or wolf's eyes? or various nocturnal animals), or you remove/lessen their need for 'seeing' the marines, through other indicators/senses - creating a visual representation of the following: "feeling" their heat 'signature'? or scenting them (though I think we already have this.)? or 'hearing' them? sensing their motion through air currents?
They're getting a bit fantastical at this point..
but i think not that a intelligend hunter have bad eyes
look at the lions, cats,foxes ,wolfs they have all relattiv good eyes
(ok wolf main sense is his nose)
i think karrah are some kind of reptilian
i like the idea that you can as skulk see the path from sweating marines and offcourse theyre location
but to much senses make the parasite and scent of fear useless
and i mean the alien "flashlight"
not the main senses
i hope that this thread not die
<b>vote <!--coloro:#00EE00--><span style="color:#00EE00"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>
i have enhanced my idea
copy paste..
________________________________________-
and the hivesight/alien normal sight can recive a boost
<b>whitout any upgrades!</b>
<a href="http://www.infinitumresearch.com/images/man_aura.jpg" target="_blank">"AURO VIEW"</a>
but plz not white, just bright the area up..
the "aura" looks blue or a other colour whit big differences to the walls/other things
__________________
also health status report
<b>only whit scent of fear + a new upgrade </b>
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->green<!--colorc--></span><!--/colorc--> (100% - 70% )
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->orange<!--colorc--></span><!--/colorc--> ( 70% - 40% )
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->red<!--colorc--></span><!--/colorc--> ( 40% - 0% )
the upgrade need SOF first
whitout it SOF work whit a neutral blue aura
whit the upgrade the SOF work whit the damage "aura" , through walls
practical:
1.youre a skulk, using the hivesight.
all enemys are not "ghosts" like in NS1, theyre like the aura but in blue.
2.you evolve the Scent of Fear
now you have this "blue aura" through walls like ns1
3. you get the "damage aura upgrade":
now the blue aura turn to green/red/orange to show the health like said above
I think it's a good idea except it's harder to see a marine when he's hiding behind another marine. The current flashlight is good for taking spot checks of the number of marines in a room.
Infact if you <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->look at most of the models their point of view is compleatly wrong. Even simple ones like the heavy...<!--colorc--></span><!--/colorc-->
I think the less that is said about the models view point in NS the better. I just hope the compleatly scrap the view points of NS and change them for NS2... Or at least give a reason for the skulks view being in the mouth, like eyes in the mouth, which would explain why he can't see when he's chomping a marine...
But to be honest, I just want to see a view point I can use straight off, as a noob and even with a bit of laaaaaaaaaag. Thats the worst thing about the skulk, if you hit a little lag spike and your trying to chomp on a guys leg you wont know where he has gone by the time your teeth move... <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->whats with that?<!--colorc--></span><!--/colorc-->
Simply put, a skulk does not have to have a realistic view - because a person's view/body/gun aren't all locked together, and people don't all have tunnel vision. If you want a more realistic view then for the sake of consistency change it for everything else too.
As such, the only things worthy of consideration are gameplay considerations.
But in fact, I <b>would</b> like for First Person Shooters to break out of the body-gun-eyes-locked-together i-have-tunnel-vision point of view established in Doom - I'm just not sure if it's technically viable.