Flashlight combat and power nodes
antacid
Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
![antacid](https://forumsdata.unknownworlds.com/uploads/ipb/nav-61821.jpg)
<div class="IPBDescription">intense stuff</div>When the aliens kill a power node and it goes dark, its pretty fun stuff for the marines to have to rely on their flashlights to see whats going on, however the emerg lights do turn on pretty quick.
Personally I think it would be alot more dramatic if the marines had to like flip a switch inside the pitch black room to get the emerg lights. Be kind of like Doom 3.
Personally I think it would be alot more dramatic if the marines had to like flip a switch inside the pitch black room to get the emerg lights. Be kind of like Doom 3.
Comments
The flash light needs to be brighter too imo.
Also, while emergency lights do help you navigate the room, they tend to be piss poor at helping you spot and target Aliens, and with all your buildings down I think it's a large enough advantage already.
So, sounds awesome, but I'm skeptical on the gameplay.
Or maybe the pulsating red could cycle more slowly from red to near darkness? :/
On an unrelated note, could be fun if the Aliens could cause darkness even after the powernode has gone down to 0% (without use of Drifters, hardly any point having them being able to do that since they can just use the Flashbang anyway). How that could be done I'm not sure of though.
Also, while emergency lights do help you navigate the room, they tend to be piss poor at helping you spot and target Aliens, and with all your buildings down I think it's a large enough advantage already.
So, sounds awesome, but I'm skeptical on the gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well it would be like, the switch itself would be lit.
So you see a pitch black room, with an ominous lit switch in the distance, knowing you need to get there, when there are skulks lurking in every corner.
Type thing.
Could be pretty great if you ask me.
To avoid washing out entirely you could also increase the effects of bright areas, so for 'mid range' brightness, things look sort of normal for aliens, they still look sort of normal as it gets fairly dark, 'quite dark' when it's 'very dark', but at 'quite bright' they'd see 'very bright'.
Making aliens see geometry in the dark better than the rines is a good idea tho.
This allows you to navigate through the darkness without collision, but also see where is nice and dark and when enemies are coming.
It might be a good addition to only have visible marines highlighted, to stop the effective wallhack, so it's just improved vision, rather than a 6th sense.
Also the ability to see through objects and players in NS1 was key to playing gorge and keeping behind your Onos / node / OC.