Skulk Vision 4000
Domining
Join Date: 2007-09-27 Member: 62452Members
How sick would it be if skulks could only see in black and white? It'd fit right in with the theme of evolution and natural selection and all. A skulk's eyes are extremely primitive and haven't evolved any color sensitive structures unlike the more advanced evolutions.
Everything should be black and white except marines, those should be all colory and stuff. When skulks use their smell, it should let them see a trail behind marines - pheromones. Also, skulks should have lightgamma 0.
Everything should be black and white except marines, those should be all colory and stuff. When skulks use their smell, it should let them see a trail behind marines - pheromones. Also, skulks should have lightgamma 0.
Comments
And how would this be fun in any way?
Picture for reference <a href="http://www.hidden-source.com/media/ingame/617aura.jpg" target="_blank">http://www.hidden-source.com/media/ingame/617aura.jpg</a>
A good idea though.
something like that would be sweet... I'm not sure why, but I have a feeling skulks would see in the red end of the spectrum... so everything has a red tinge.
there's examples of the recently mentioned "skulk sniff" (can see marine hiding, and footprints appear for a limited time)
Here's the original for reference
<img src="http://www.unknownworlds.com/images/ns/screenshots/ns-leap-kestrel.jpg" border="0" class="linked-image" />
you could even do it with outlines - kind of like your ghost recon games.
I don't particularly like the brightly colored mockup myself.
If a marine stands still he'll appear black and white. Skulks players may miss seeing them against the background if they aren't paying attention as a gamer. If a marine (or alien) is far away and moving around, they will be easier to spot against the B&W background.
<!--quoteo(post=1654570:date=Oct 7 2007, 07:25 PM:name=Wyattx3)--><div class='quotetop'>QUOTE(Wyattx3 @ Oct 7 2007, 07:25 PM) <a href="index.php?act=findpost&pid=1654570"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They were able to see in color in NS1, why would they suddenly lose it?<!--QuoteEnd--></div><!--QuoteEEnd-->
Because evolution selects for organisms tuned to their environment. Fighting marines, sulks are disposable, and they are lurkers and ambushers. Like real life ambush animals, they should be attune to movement more than color/shape. As the fight against humans, some developed selective color vision (their brain only adds color on moving things) , and that was an advantage so it spread.
<!--quoteo(post=1654570:date=Oct 7 2007, 07:25 PM:name=Wyattx3)--><div class='quotetop'>QUOTE(Wyattx3 @ Oct 7 2007, 07:25 PM) <a href="index.php?act=findpost&pid=1654570"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why? (paraphrased -Far)<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this adds a cool new gameplay elelement. The skulks have an advantage on moving marines (and on running, open battles) but marines that are still and holding a position are eaiser to miss. There is now a good reason for a marine to freeze when they hear a skulk. "Maybe they will just run past me". That could shift gameplay especially during the opening rush. This will naturally draw skulks to moving battles and make sneaking around a cooler task. Move slow, and you might survive better than running.
It makes hiding in a nook and having a friend walk around the room become a cool trap. It makes running around at high speeds as a skulk looking for action a bit easier (and a bit more dangerous).
(it seems my image insert is busted....)
<a href="http://img300.imageshack.us/my.php?image=nsleapkestrelmovecolorelb1.jpg" target="_blank">http://img300.imageshack.us/my.php?image=n...vecolorelb1.jpg</a>
Notice how the alien in on the right side is black and white (not moving) and is harder to spot? And if that marine were standing still against the crazy background, he would be hard to spot.
the last thing i want is to play ns2 for the first time in black and white and not beable to fully enjoy the details they worked on.
<!--quoteo(post=1655862:date=Oct 14 2007, 12:09 AM:name=kyliegirl)--><div class='quotetop'>QUOTE(kyliegirl @ Oct 14 2007, 12:09 AM) <a href="index.php?act=findpost&pid=1655862"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it sounds like a good idea. but in honesty, i would rather beable to see the full extent of details like a human in alien so i can enjoy my surroundings.. possibly change the eye sight with scent of fear so you can evolve to tune in more to detect your enemies, or even change the colour of marines and aliens to have an aura, but dont totally remove the colours of our surroundings..
the last thing i want is to play ns2 for the first time in black and white and not beable to fully enjoy the details they worked on.<!--QuoteEnd--></div><!--QuoteEEnd-->
Skulks are the only life forms that would see black and white, it'd let you experience the difference between the two sides, you'd still see full color on team1. Just give new players a tool tip, skulks are the only life forms that can see black and white.
It'd also make skulks rely on their abilities to sniff and parasite more making the whole process of skulking more fun and unique.
Another cool thing would be to give one of the lifeforms overdeveloped color receptors and let you see the world through the eyes of someone on acid.
if this worked as the "flashlights" for aliens would be a nice compromise. There was also some talk in some other thread that when aliens use their special-vision, their eyes would reflect light in the dark, giving them off if they were hiding in the shadows.
also, it kinda reflects how our own eyes work in the dark. all cats are grey in the dark and whatnot.
Especially if it were implemented (if Unknown Worlds makes one) in Single Player since the whole idea of Single Player is to immerse the gamer. It is harder to implement practical AND immersive material... ie. Dark Maps are none too existent because people push the gamma to radio-active levels so it becomes unfair to others, so dark areas are practically thrown out all together.
I also love the idea that only moving objects glow and that they glow more based on how much movement (similar to cloaking but inverse). May make it harder to spot mines too <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />