Alien vision
Racer1
Join Date: 2002-11-22 Member: 9615Members
<div class="IPBDescription">upgrades</div>I'd like to see the ability to upgrade alien vision, either as separate upgrades in the alien upgrade-screen, or as passive upgrades received with certain alien chambers. What these upgrades are is, of course, up to discussion and would change based on the expected vision rework - but here are some ideas (some better than others):
- <b>Perception</b> - If a nearby marine (within 3 meters) goes off the screen, an "alienesque" arrow would show on left/right sides of alien view, indicating the direction and relative (circular) position of the marine.
- <b>Sharp Vision</b> - Alien vision is somewhat "blurred" beyond 10-15 meters. The upgrade would make it clear at longer distance.
- <b>Heat Trails</b> - The path that marines have taken would be shown as a translucent "cloud" or set of footsteps following the marine. (It would slowly fade away for 5-10 seconds after the marine passes by).
- <b>Scent of Fear</b> - The closer to death a marine is, the brighter they would glow (or something like that).
- <b>Paranoia</b> - A visual indicator that a marine is looking at you and can see at least part of your body. The indicator would be "brighter" the closer and/or longer a marine sees you.
- <b>Perception</b> - If a nearby marine (within 3 meters) goes off the screen, an "alienesque" arrow would show on left/right sides of alien view, indicating the direction and relative (circular) position of the marine.
- <b>Sharp Vision</b> - Alien vision is somewhat "blurred" beyond 10-15 meters. The upgrade would make it clear at longer distance.
- <b>Heat Trails</b> - The path that marines have taken would be shown as a translucent "cloud" or set of footsteps following the marine. (It would slowly fade away for 5-10 seconds after the marine passes by).
- <b>Scent of Fear</b> - The closer to death a marine is, the brighter they would glow (or something like that).
- <b>Paranoia</b> - A visual indicator that a marine is looking at you and can see at least part of your body. The indicator would be "brighter" the closer and/or longer a marine sees you.
Comments
Alien vision in it's current implementation is a placeholder.
<!--quoteo(post=1912885:date=Mar 14 2012, 11:34 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Mar 14 2012, 11:34 PM) <a href="index.php?act=findpost&pid=1912885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- <b>Perception</b> - If a nearby marine (within 3 meters) goes off the screen, an "alienesque" arrow would show on left/right sides of alien view, indicating the direction and relative (circular) position of the marine.<!--QuoteEnd--></div><!--QuoteEEnd-->
Unneccisary and would probably just end up getting in the way and start obstructing vision. Seriously, it's not that hard to keep track of people.
<!--quoteo(post=1912885:date=Mar 14 2012, 11:34 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Mar 14 2012, 11:34 PM) <a href="index.php?act=findpost&pid=1912885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Sharp Vision - Alien vision is somewhat "blurred" beyond 10-15 meters. The upgrade would make it clear at longer distance.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why? Why in gods name would you even suggest...
Just. No. For so many reasons.
The biggest of which being that you suggest blurring veiw distance. This is an FPS - making being able to see properly an upgrade is NOT good design.
<!--quoteo(post=1912885:date=Mar 14 2012, 11:34 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Mar 14 2012, 11:34 PM) <a href="index.php?act=findpost&pid=1912885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Heat Trails - The path that marines have taken would be shown as a translucent "cloud" or set of footsteps following the marine. (It would slowly fade away for 5-10 seconds after the marine passes by).<!--QuoteEnd--></div><!--QuoteEEnd-->
So pheromones from NS1? I thought that got removed because it was completely redundant.
<!--quoteo(post=1912885:date=Mar 14 2012, 11:34 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Mar 14 2012, 11:34 PM) <a href="index.php?act=findpost&pid=1912885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Scent of Fear - The closer to death a marine is, the brighter they would glow (or something like that).<!--QuoteEnd--></div><!--QuoteEEnd-->
Interesting choice of name.
This I suppose could be somewhat useful, but in the general scheme of things unneccisary.
<!--quoteo(post=1912885:date=Mar 14 2012, 11:34 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Mar 14 2012, 11:34 PM) <a href="index.php?act=findpost&pid=1912885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Paranoia - A visual indicator that a marine is looking at you and can see at least part of your body. The indicator would be "brighter" the closer and/or longer a marine sees you.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds immersion breaking, and would just be pretty rediculous seeing as this is a human player, so really it would pop up any time you were even slightly on a marines screen. It'd just end up being a cluster###### of useless information. Especially when there are multiple marines around or you are in combat.
- <b>Perception</b> - If a nearby marine (within 3 meters) goes off the screen, an "alienesque" arrow would show on left/right sides of alien view, indicating the direction and relative (circular) position of the marine.
- <b>Sharp Vision</b> - Alien vision is somewhat "blurred" beyond 10-15 meters. The upgrade would make it clear at longer distance.
- <b>Heat Trails</b> - The path that marines have taken would be shown as a translucent "cloud" or set of footsteps following the marine. (It would slowly fade away for 5-10 seconds after the marine passes by).
- <b>Scent of Fear</b> - The closer to death a marine is, the brighter they would glow (or something like that).
- <b>Paranoia</b> - A visual indicator that a marine is looking at you and can see at least part of your body. The indicator would be "brighter" the closer and/or longer a marine sees you.<!--QuoteEnd--></div><!--QuoteEEnd-->
It doesn't need to be an upgrade.
I would suggest instead simply giving marines Night-Vision goggles instead of a flashlight. Possibly one that's still obscured by spores and maybe doesn't track heat signatures as well/ect.
Alien vision honestly is fine, it just needs to be a little more detailed with various things and can simply exist as an alternative way for aliens to view the game world. Come up with a creative way to give the same kinda "Different perspective" to marines, and all should be good. Just keep the two distinct with advantages and disadvantages.
Which is why I said "and would change based on the expected vision rework" - but that doesn't mean suggestions should not be made.
I don't understand why perception is "unneccisary". As long as it was on the far left/right of the display and partially translucent, it would not obscure anything. And I would find it VERY helpful.
Regarding sharp vision, this idea came out of the current state of the alien vision mode, where lines blur together making effective viewable distance shorter than desired. However, I agree it would be best to just fix it in all cases. FYI: The Alien vs Predator game had a (heat) vision mode with limited range and was very cool.
The name "scent of fear" comes from an NS1 alien sight upgrade that I repurposed for this idea.
When sneaking, Paranoia would be automatically active. When in combat (being attacked/biting/running/whatever), it could be automatically turned off.
The implementation sucked, so it got removed.
scent of fear was a nice gimmick, but ultimately useless.
both upgrades where found in the cloaking chamber tree.
maybe pheromones even was the follow up to sof, I don't remember.