can you please replace alien flashlight with something better
hotd0g
Join Date: 2004-03-19 Member: 27419Members
In NS1 i had it on all the time because else there was no way you could lock aim onto marines. Gameplay is just way too fast to not have some sort of distinction between the environment and the enemy. Marines don't need this since they can put aliens down from a distance. But as alien you need to get up close and that's when things get confusing if flashlight isn't on since the camera tends to spin around a lot and causes you to lose track of the marine.
Right now i play with it on all the time as well, but the game isn't as enjoyable with it on all the time. What i suggest is just to put some kind of glowing outline on the marines (like you have in AvP2), and maybe some on structures as well, but not the whole environment...
Right now i play with it on all the time as well, but the game isn't as enjoyable with it on all the time. What i suggest is just to put some kind of glowing outline on the marines (like you have in AvP2), and maybe some on structures as well, but not the whole environment...
Comments
I do agree though that there needs to be a reason turn it off. Used to be hive sight, but now we get that all the time.
It's like Batman Arkham Asylum/City and detective vision...it's just too good to not have it on all the time. I'd like a reason to turn it off now once in a while.
Also, it looks a bit too digital and not organic.
Edit: As a matter of fact just make this the normal vision and remove alien vision all together.
Something I have been suggesting forever is to make it like echolocation (earlier video showed a version of alien vision that looked like this). Mechanically you tap the 'f' button to get alien vision and it lasts 5-10 seconds before your vision fades back to normal. Tapping F uses ~5% or so of your energy, plus you make a high pitched noise that can alert marines to your presence near by. You can easily have it on almost all the time, but with the trade off of some reduced energy and making noise.
Right now i play with it on all the time as well, but the game isn't as enjoyable with it on all the time. What i suggest is just to put some kind of glowing outline on the marines (like you have in AvP2), and maybe some on structures as well, but not the whole environment...<!--QuoteEnd--></div><!--QuoteEEnd-->
I find myself in the opposite position. I never turned off the Alien Flashlight in NS1, and I use it sparingly in NS2.
I dont support this.
I think having a sonar ping type effect like in marine commander view would be better than just plainly making everything perma-green. So that most of the you can see the game in its natural beauty :)
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119407&st=0&start=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t=0&start=0</a>
Everything on aliens feels like they have too much of a drawback which makes them frustrating to play. Carapace makes u slower, alien vision reduces energy regen cant see very far. List goes on, what do marines get? armor 1/2/3 wep 1/2/3 perma upgrades with no draw backs. this is Probably best for another thread....
alien vision sucks massive cawks right now, i use an app called gamma control to turn my brightness up to REALISTIC values because the game is so damn dark almost forcing you to play with alien vision on, no matter what. You've gotta have it on or you're at a disadvantage, oh wait you already are at a disadvantage with it on aswell.
For what reason? because you want to have it on forever? it needs a timer.
It's a quote. It's the truuuuth.
Because putting it on a timer is rather ...hack-ish.
I'm not advocating a timer, use of energy, or anything else, just make it so you can see some map detail!
If it is really necessary to introduce a tradeoff to prevent it from being used constantly (which I don't think it is), then it should be directly incorporated into the vision. The user should always have control of it though. How about making it so it only picks up "organic" targets. Turning it on would still allow you to clearly see walls and such, but the only thing that would light up would be things considered "living". This would prevent skulks from seeing marine structures, and maybe the vision could even be "overloaded" when used on infestation. The infestation does seem to be a living thing after all.
I think the alien vision has pretty decent potential in combining both the atmospherics UWE seems to be chasing and the raw, mechanically interesting and unobstructed FPS gameplay that many people are expecting from NS2. I hope the final product makes use of that.
At least change the current one and reduce the opacity on the green filter, its nauseating and suffers from the Arkham Asylum syndrome.
Don't let Cory's awesome texture work and every mapper's details become invisible just because you enjoy playing alien more often.
Why not improve normal vision, and make the current F button vision, more like the predator, that instead of showing everything walls and stuff, it would show body heat and stuff of living beings or something.
Its just silly that running around in alien vision is the most optimal, and that way you dont see all the nice graphics.
They had this problem in the batman arkham asylum games, because people would spend all their time almost in detective mode.