Response of the Eye
Popenator
Join Date: 2009-08-27 Member: 68617Members
I noticed that people are complaining about their beloved Kharaa being nerfed, so, why not nerf them drastically?
The reasoning behind this: Marines often find themselves tied to the buildings for protection, and often don't want to proceed into other areas- it's damn dark, scary, and only makes it easier for the Kharaa to gain more points than they already have. I don't believe that impairing the ability of the Kharaa to kill a marine helps this at <i>all</i>, so here I am with a constructive alternative that may prove useful in the over-all balancing act of the game.
The Kharaa seem to inhabit the dark quite a lot, which got me thinking: how are they so capable of maneuvering in well-lit areas?
Now, I'm not suggesting a flashbang effect if a flashlight passes over them, rather, I'm suggesting something akin to leaving your house in the cold of winter. The more you move outside, the colder you get. The more the Kharaa moves in light, the less capable they become of discerning color and, thus, objects.
This would not effect their ability to sense where parasited marines are, nor where their beloved hive is, because those senses are not of the eye. It does not imply that the screen turns white either.
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<b>Suggestion</b>
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Main idea: Find an effect and derivative over time for which to inhibit the sight of some or all of the Kharaa whose eyes are exposed to intense light. (intense is a term relative to the darkness of which the Kharaa are used to seeing)
When a human's eyes dilate in well-lit conditions, the person experiences tunnel vision - the only part of their vision that is completely discernible is a small center area. The corners of their vision become both blurred and blotchy.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is the platform of which I wish for us to build upon.
My idea:
Greater light intensity makes the effect quicker to reach its maximum potency.
Remove parts of the light spectrum rather than whiting out the person's screen.
This only effects Gorges and Skulks.
________________________________________________________________________________
<b>Rules of this Thread</b>
Due to recent I&S threads becoming the equivalent of chimpanzee poop-slinging contests, I ask of everyone who even <i>thinks</i> about participating in this thread to abide by the following rules, many of which are a reiteration from the official I&S rule set.
<b>If you do not want to follow the rules, let the thread die naturally; do not leave a reply.</b>
<ul><li>Only reply in favor of modification to the game.</li><li>Reply with constructive refinement to prior posts.</li><li>If you're telling people that their idea is good, make sure to tell WHY it's good, what's so good about it and how could it become even BETTER.</li><li>Do not even do so much as hint at a feature or aspect being bad or non-constructive. Simply omit what you disagree with in a refinement of the whole concept. If you remove something, add something, but keep your post within the bounds of the general concept, otherwise, just create a whole new thread.</li></ul>
lenience:
<ul><li>Posts without constructive ideas are allowed only if they give foresight to the positive improvements this can have on the game/new things this can allow the game to accomplish.</li><li>If you're telling him that was he's saying is already going into the game, quote the thread where it was said. Saying "i think this is going in" doesnt get anyone anywhere, you might as well be wrong, or the suggested version could be better than the already used one.</li><li>To build on the last one, if you omit an aspect due to it already being in the game, just provide a link and short explanation.</li></ul>
Edit: New concept:
<img src="http://imgur.com/E6DZG.gif" border="0" class="linked-image" />
The reasoning behind this: Marines often find themselves tied to the buildings for protection, and often don't want to proceed into other areas- it's damn dark, scary, and only makes it easier for the Kharaa to gain more points than they already have. I don't believe that impairing the ability of the Kharaa to kill a marine helps this at <i>all</i>, so here I am with a constructive alternative that may prove useful in the over-all balancing act of the game.
The Kharaa seem to inhabit the dark quite a lot, which got me thinking: how are they so capable of maneuvering in well-lit areas?
Now, I'm not suggesting a flashbang effect if a flashlight passes over them, rather, I'm suggesting something akin to leaving your house in the cold of winter. The more you move outside, the colder you get. The more the Kharaa moves in light, the less capable they become of discerning color and, thus, objects.
This would not effect their ability to sense where parasited marines are, nor where their beloved hive is, because those senses are not of the eye. It does not imply that the screen turns white either.
________________________________________________________________________________
<b>Suggestion</b>
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Main idea: Find an effect and derivative over time for which to inhibit the sight of some or all of the Kharaa whose eyes are exposed to intense light. (intense is a term relative to the darkness of which the Kharaa are used to seeing)
When a human's eyes dilate in well-lit conditions, the person experiences tunnel vision - the only part of their vision that is completely discernible is a small center area. The corners of their vision become both blurred and blotchy.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is the platform of which I wish for us to build upon.
My idea:
Greater light intensity makes the effect quicker to reach its maximum potency.
Remove parts of the light spectrum rather than whiting out the person's screen.
This only effects Gorges and Skulks.
________________________________________________________________________________
<b>Rules of this Thread</b>
Due to recent I&S threads becoming the equivalent of chimpanzee poop-slinging contests, I ask of everyone who even <i>thinks</i> about participating in this thread to abide by the following rules, many of which are a reiteration from the official I&S rule set.
<b>If you do not want to follow the rules, let the thread die naturally; do not leave a reply.</b>
<ul><li>Only reply in favor of modification to the game.</li><li>Reply with constructive refinement to prior posts.</li><li>If you're telling people that their idea is good, make sure to tell WHY it's good, what's so good about it and how could it become even BETTER.</li><li>Do not even do so much as hint at a feature or aspect being bad or non-constructive. Simply omit what you disagree with in a refinement of the whole concept. If you remove something, add something, but keep your post within the bounds of the general concept, otherwise, just create a whole new thread.</li></ul>
lenience:
<ul><li>Posts without constructive ideas are allowed only if they give foresight to the positive improvements this can have on the game/new things this can allow the game to accomplish.</li><li>If you're telling him that was he's saying is already going into the game, quote the thread where it was said. Saying "i think this is going in" doesnt get anyone anywhere, you might as well be wrong, or the suggested version could be better than the already used one.</li><li>To build on the last one, if you omit an aspect due to it already being in the game, just provide a link and short explanation.</li></ul>
Edit: New concept:
<img src="http://imgur.com/E6DZG.gif" border="0" class="linked-image" />
This discussion has been closed.
Comments
Bluring the corners of the screen isnt going to work well, most people that concentrate on the game will get tunnelvision anyway (and, to be honest, thats when the most intense feelings set in - I tell you that from my personal experience with NS1).
When I started to read I had the image of a cat's / dog's eye effect on kharaa- imagine you ninja around the hive and suddenly you see the reflection of an onos' eye - CREEPY!
Please give suggestions for better methods of inhibiting the sight of Kharaa.
In reference to NS1, there was definitely a color gradient used to give the illusion of darkness, but rarely was an area really dark with a few exceptions, typically being the Hive itself. So, for you system to work, we're assuming Marine controlled regions will be more lit (power grid + perhaps the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=109032" target="_blank">droppable lights idea</a>).
This being the case, the overall concept isn't too bad. Zombie Panic: Source utilizes a similar system for the zombies where their vision is mostly grayscale making it sometimes harder to see certain things in bright regions (where color could help), but easier in darker regions (see motion better, had stronger outlining, and they had an overall +gamma advantage). However, I think the adjustment over time should be limited. Making life extra miserable for Aliens after being in the light for 1 minute really cuts down on their ability to hit the back lines or their staying power when attempting to be aggressive (i.e. always attacking, and thus almost always in the light). Plus, backline attacks is what made Aliens so much fun and viable, you could use the vents to hit 3 different points all at once, forcing Marines to react to you. Making these too much extra difficult would be hazardous and too much of an Alien nerf.
Still, it would be an interesting system if done properly, and I like that it would promote parasite use since that could help reduce the negative side of the gray-out.
Due to recent I&S threads becoming the equivalent of chimpanzee poop-slinging contests, I ask of everyone who even <i>thinks</i> about participating in this thread to abide by the following rules, many of which are a reiteration from the official I&S rule set.
<b>If you do not want to follow the rules, let the thread die naturally; do not leave a reply.</b>
<ul><li>Only reply in favor of modification to the game.</li><li>Reply with constructive refinement to prior posts.</li><li>If you're telling people that their idea is good, make sure to tell WHY it's good, what's so good about it and how could it become even BETTER.</li><li>Do not even do so much as hint at a feature or aspect being bad or non-constructive. Simply omit what you disagree with in a refinement of the whole concept. If you remove something, add something, but keep your post within the bounds of the general concept, otherwise, just create a whole new thread.</li></ul>
lenience:
<ul><li>Posts without constructive ideas are allowed only if they give foresight to the positive improvements this can have on the game/new things this can allow the game to accomplish.</li><li>If you're telling him that was he's saying is already going into the game, quote the thread where it was said. Saying "i think this is going in" doesnt get anyone anywhere, you might as well be wrong, or the suggested version could be better than the already used one.</li><li>To build on the last one, if you omit an aspect due to it already being in the game, just provide a link and short explanation.</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not going to follow any of this gibberish because your idea completely sucks. If I understand correctly you want areas with "intense light" (mapper defined? marine start?) to cause a skulk and gorge to only see a "small center area" of their screen with the rest being "both blurred and blotchy." You want to punish the class that is designed to be a recon, stealth, and ambush unit for doing their job. <a href="http://www.youtube.com/watch#!v=6Xywqv1cDH8&feature=related" target="_blank">That doesn't make sense.</a>
What game of NS were you playing all of those years ago? What map is "damn dark" and who was "afraid to not be near buildings," as if being near an arms lab is somehow more helpful to your ability to kill a skulk. The single most overpowered tactic in the early days of NS1 was to LMG rush a hive... I mean... damn. You don't make sense.
/edit:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Because otherwise this idea makes no sense<!--QuoteEnd--></div><!--QuoteEEnd-->
A lot of that going around.
If a marine stands still, he's almost invisible.
If he or you moves at higher speed, he becomes better recognizable.
If i.e. a skulk creeps around cloaked the marines are drawn like they drag blurry sheets around like some sort of phantom.
doesn't apply to buildings.
Gives reason to completely cut power to the main "work lights" that are not within the current state of the Marine Power Grid.
Gives reason for "Droppable Lights"
New evolution ability possible: Daywalker- sight is not effected by light
Refine:
Not so much a drastic change to the vision of the aliens - nearsightedness.
Those effected will have their other senses kick in to help them spot 'rines. (contrast effect on moving and stinky marines)
Sight quickly returns to normal once the effected returns to the dark. (This is true to life in the case of the dilated eye, as well!)
Aliens seem to be drawn to the colors red and green, perhaps we could slightly remove their perception of those colors when they're in well-lit areas.
I see zero reason to penalize aliens for being in well-lit areas, especially when location already limits how quickly each team can reinforce. It's not as though darker portions of the map confer a significant advantage to aliens - I can't remember the last time I saw an alien sitting in a dark corner to ambush somebody, instead of a vent or over a doorway, etc. I hardly think NS2 needs a mechanic that encourages more camping.
###### your rules, you're not a mod. If you put an idea forth, you have no right to forbid others from criticizing it.
I ask that people not criticize it because criticism in I&S is just conjecture and tangents.
This does not promote camping in any way; it does the opposite. If you want to move forward and win as an alien, then you've got to do it quickly, or else you're just waiting for the marines to build up a giant counter-attack.
Conjecture is useless. Any completely refined suggestion could see its way into the beta testing, could it not? This is how game companies like Valve do it, so ###### you for hating unknown worlds and saying that they do not deserve money, because i've only ever seen unknown worlds want to earn money. Also ###### you for not wanting the game to have a more balanced combat system, as i can't remember the last time i saw a combat system sitting in the dark corner of a room.
Being that they are from a different world with a different sun and a different lighting environment, it may be realistic for their eyes to have trouble adjusting to the wavelengths that marine eyes normally see. That may validate this suggestion.
1. Only reply if you like or completely agree with my idea. I like to be able to read back through it later and think it's a good idea because everyone seems to agree with me.
I like how you start it off with, "people seem to think aliens are getting nerfed, so why not nerf them MORE?". Really wants to make me read through your idea and follow your wonderful rules.
lol at ideas and suggestion people trying hard but failing.
This is what I was suggesting. Y'all are damn idiots for over-reacting.
The mixture of failed prose and the horrid lead-in threw me, but underneath there's a not 100% horrid idea. Granted, it's completely bad unless we build a whole framework of light/dark first (and tie it to power grid), but viable.
A note on setting your own rules for a thread: please don't. I know it's possible to feel quite attached to your topics and to want to make sure they go exactly as you wish, but forum moderation is something we prefer to be left to the forum moderators. We tend to find that the existing rules serve relatively well, and if every user set their own rules for their own threads, the forums would become impossible for us to manage. Additionally, attempting to micromanage other members' responses tends to breed resentment and often leads to the opposite of a mature, well-managed thread.
In the future, please just stick with existing forum rules.