For some reason, this seems a bit sketchy
Raneman
Join Date: 2010-01-07 Member: 69962Members
Join Date: 2010-01-07 Member: 69962Members
Comments
So, you're saying that marines doing stupid stuff can give aliens a slight advantage? Is that some sort of news? I don't get it.
NS1 didn't have infestation or power nodes, and if they seriously want infestation to be part of the aliens which gives them advantage, rooms must be better defined. The thread starter has point, it means its broken by design.
Besides completely dark rooms which stay completely dark during the course of a round is bad, as people tend to dislike playing in such environments, They are quite tasking/tiring areas to deal with as a marine. The idea is to lay the emphasis mostly on player vs players with some small advantages to the home team.
The hive right now only gives out a small amount of infestation. I don't think gorges should be expected to spend their own res to create a decent amount of infestation in a room where a hive has been built.
without power nodes, why rooms have power aka lightning? And in alien hive, well defined alien environment has no power node, why is their lightning in the room?
not saying pitch darkness but it shouldn't have so much lightning to the point its easy aiming for marines on ALIEN environment.
Just like in marine environment their is lightning which helps marines to see aliens.
Aliens depend on shadows, and ambush while alien hives have none of it or the rooms they control.
while that idea may have to much symmerty for NS2, it would at least allow aliens to darken the rooms they own w/o requiring a rine to come in and build a power node so the aliens can destroy it.
I'm still a gonna push my 3 state room idea because the current system is just bad.... i know its not final, but its just bad.
let rooms with power nodes be bright (the marine controlled state) (brighest rooms)
Let unsocketed or destroyed node rooms be "averagely bright" (neutral state, nobody has control) (say 1/2 down the brightness scale)
Let infested power node rooms be the darkest but + alien infest and structure glow, and some 'emergency' lighting (alien controlled) ( the darkest rooms, bottom of the brightness scale )
The alien rooms dont need to be pitch black mind you. they just need to be the darkest state possible.
if you want to visualize it...
Power noded rooms are well lit. very few, if any shadowy places.
unsocketed or destroyed node rooms are decently lit. i.e the main path through rooms should be nice and clear, but the nooks and crannies should have darker, shadowy, areas, something that could hide a skulk if the marines arn't looking too hard.
Infested rooms should be generally darker, plus the alien glow. The main paths are lit poorly (think streetlights at night on an empty road, maybe a bit less light) The nooks and crannies should easily hide a skulk in the shadows. But of course, a flashlight would reveal the skulk.
The current way that the starting hive and early alien controlled rooms are so bright is a bad joke to the alien team. we want the shadows to help us defend our territory. making our main base stay brightly lit the entire game ( unless somehow you let the rines build the node and then destroy it) is a slap in the face to that philosophy.
let rooms with power nodes be bright (the marine controlled state) (brighest rooms)
Let unsocketed or destroyed node rooms be "averagely bright" (neutral state, nobody has control) (say 1/2 down the brightness scale)
Let infested power node rooms be the darkest but + alien infest and structure glow, and some 'emergency' lighting (alien controlled) ( the darkest rooms, bottom of the brightness scale )<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
I previously had similar idea.
although i through in color tinges to the lighting as well.
marines = bright + slight blue tint
aliens = darker + slight green tint
while that idea may have to much symmerty for NS2, it would at least allow aliens to darken the rooms they own w/o requiring a rine to come in and build a power node so the aliens can destroy it.
I'm still a gonna push my 3 state room idea because the current system is just bad.... i know its not final, but its just bad.
let rooms with power nodes be bright (the marine controlled state) (brighest rooms)
Let unsocketed or destroyed node rooms be "averagely bright" (neutral state, nobody has control) (say 1/2 down the brightness scale)
Let infested power node rooms be the darkest but + alien infest and structure glow, and some 'emergency' lighting (alien controlled) ( the darkest rooms, bottom of the brightness scale )
The alien rooms dont need to be pitch black mind you. they just need to be the darkest state possible.
if you want to visualize it...
Power noded rooms are well lit. very few, if any shadowy places.
unsocketed or destroyed node rooms are decently lit. i.e the main path through rooms should be nice and clear, but the nooks and crannies should have darker, shadowy, areas, something that could hide a skulk if the marines arn't looking too hard.
Infested rooms should be generally darker, plus the alien glow. The main paths are lit poorly (think streetlights at night on an empty road, maybe a bit less light) The nooks and crannies should easily hide a skulk in the shadows. But of course, a flashlight would reveal the skulk.
The current way that the starting hive and early alien controlled rooms are so bright is a bad joke to the alien team. we want the shadows to help us defend our territory. making our main base stay brightly lit the entire game ( unless somehow you let the rines build the node and then destroy it) is a slap in the face to that philosophy.<!--QuoteEnd--></div><!--QuoteEEnd-->
Very good idea thefonz, I concur the current system is not appealing at all and yes I realize its a beta so lets keep the player feed back coming so UWE can make the best game possible.
Alas Dynamic Infestation and many other things aren't in the game yet so we'll have to wait and see what the devs have in store.
Imagine what Summit Atrium would look like with DI on the windows, reducing the "natural" lighting to half, and having DI cover the lights inside the room which creates a softer, more luminescent glow.