Remove the Red Lights

galaxy366galaxy366 Join Date: 2012-08-04 Member: 154775Members
Hello ! :),


So I have been playing NS2 a lot today and yesterday, I just got the game ^^!

I have 1 thing I really, really would like the Dev to look into, this is the Red lights that go on when the power node gets destroyed.

In my eyes it destroys the feeling of danger, and removes some of the fun. I find it way cooler when the lights are out and you quickly look around with your flashlight for the Aliens that run upon the walls and ceiling.

It removes the usage of the flashlight during the red lights because they illuminate just enough of the room not to use it really.


What do others find of this? For me a lot have talked about this while using VOIP during playing.


Hope my English isn't really that bad and you can understand the idea that I wan't to share :)


Sincerely,

Robert Oortwijn

Comments

  • CopainCopain Join Date: 2012-08-04 Member: 154776Members
    There'd be no way for Marines to get the power on or even fight back if they couldn't see or had a highly limited vision area when the Aliens can come out of literally anywhere early on.
  • LuiiCLuiiC Join Date: 2012-08-04 Member: 154779Members
    I also feel as the red lights should be removed, or atleast have to be put on manually from a lever or something.

    Even as a marine I'd feel as if the power goes out you just use the flashlight, as they light up alot of your FOV.

    Maybe adding battery powered lights for when power goes out would be something?
  • plausiblesargeplausiblesarge Join Date: 2012-08-02 Member: 154558Members
    edited August 2012
    <!--quoteo(post=1957290:date=Aug 5 2012, 08:33 AM:name=Copain)--><div class='quotetop'>QUOTE (Copain @ Aug 5 2012, 08:33 AM) <a href="index.php?act=findpost&pid=1957290"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There'd be no way for Marines to get the power on or even fight back if they couldn't see or had a highly limited vision area when the Aliens can come out of literally anywhere early on.<!--QuoteEnd--></div><!--QuoteEEnd-->

    flashlight




    I say turn on the emergency lighting when the power node is at the "alarm" stage (40% health) and turn off the lights completely when the power goes out.
  • Firepower01Firepower01 Join Date: 2012-08-03 Member: 154658Members
    Give the red lights a strobe effect instead of constantly being on.
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    It makes me happy to see all these hatchlings on the forum :)
  • RiseRise Join Date: 2012-04-17 Member: 150595Members
    edited August 2012
    I've felt the same way, the red lights make things too easy.
    But rather than remove them completely, maybe they can cut the number of lights or intensity of them.

    A strobe effect also sounds fun.
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    Horrible game-play wise but makes game a tiny bit more fun, yeah I can see uwe going for this one.
  • [HEI] Spade[HEI] Spade Join Date: 2012-04-28 Member: 151223Members, Squad Five Blue
    edited August 2012
    A long time ago, the red lights were going up and down, and it was pretty cool actually!!

    Another thing that new players didn't notice, is that the flashlight is not powerful at all, in the total darkness you barely see at 5-10 meters. Imagine yourself in tram or crossroads in the total darkness... It would be too difficult for the marines to fight. Either make the flaslight more powerful and a partial darkness, or make the lights going from red to black like a long time ago ;) I agree that the red light is not too much an inconvenient for the marines.

    BUT I LIKE THE REDLIGHT EFFECT!!
  • RegnarebRegnareb Join Date: 2007-08-26 Member: 62008Members, NS2 Playtester
    I totally agree here.

    Would be so much fun to finally have a game who really use the dark... At least tone down/strobe/flick the lights.
  • JwamJwam Join Date: 2012-08-01 Member: 154540Members
    <a href="http://www.youtube.com/watch?v=FWdRu9IK5f8" target="_blank">http://www.youtube.com/watch?v=FWdRu9IK5f8</a>

    :)
  • OscarTheCouchOscarTheCouch Join Date: 2005-01-10 Member: 34647Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1957405:date=Aug 4 2012, 09:29 PM:name=plausiblesarge)--><div class='quotetop'>QUOTE (plausiblesarge @ Aug 4 2012, 09:29 PM) <a href="index.php?act=findpost&pid=1957405"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I say turn on the emergency lighting when the power node is at the "alarm" stage (40% health) and turn off the lights completely when the power goes out.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is a good idea
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Based on other experiences with multiplayer games and lighting, I'd argue that complete darkness is a bad idea.

    Yes, it's very atmospheric, but too big of a handicap for Marines to properly navigate and spot threats whereas Aliens can move around without impediments.

    Already red lights are a pretty good deterrant and disadvantage for the Marines. They create way more lcations to hide and hamper your visibility of targets, and force flashlight use to properly spot targets at a distance.


    The furthest I'd personally go with lighting would be to cause the emergency lights to strobe. 5 seconds on, 1 second off, or some other similar effect. Perhaps rolling blackouts through the room as well so the entire room doesn't go to black. But as is red lights, while less immersive/threatening than pitch dark, really help make sure the Marines are not doomed in teamfights in Alien regions.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1958691:date=Aug 8 2012, 07:12 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Aug 8 2012, 07:12 AM) <a href="index.php?act=findpost&pid=1958691"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Based on other experiences with multiplayer games and lighting, I'd argue that complete darkness is a bad idea.

    Yes, it's very atmospheric, but too big of a handicap for Marines to properly navigate and spot threats whereas Aliens can move around without impediments.

    Already red lights are a pretty good deterrant and disadvantage for the Marines. They create way more lcations to hide and hamper your visibility of targets, and force flashlight use to properly spot targets at a distance.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1
  • Rapid_SausageRapid_Sausage Join Date: 2012-08-05 Member: 154811Members
    i agree and disagree.

    The red lights do make the flashlight obsolete to some extent, but it also cannot be removed, otherwise aliens will have a huge advantage.

    so my suggestion is, why not make the red lights blink??, like a police siren.
    that way, the marines will need to use their flashlight to get clear vision even if for a little part of the area while not losing vision altogether in that room, but at the same time gives the aliens the advantage they worked for by destroying that power node to make the room dark.
  • VaelkyriVaelkyri Join Date: 2012-08-08 Member: 154982Members
    The entire map should be red lit, until marine repaired to full light, or covered in infest to make it dark.

    As it is the infest is brightly lit until marines build power so aliens can destroy >.> Makes zero sense.

    Its been said in another thread but Ill repeat is here.

    Light = Marines power

    Red = emergency and contested.

    Dark = Alien infest.
  • Cabinetduck1147Cabinetduck1147 The city outside of Ns2_Eclipse Join Date: 2015-09-08 Member: 207832Members
    spellman23 wrote: »
    Based on other experiences with multiplayer games and lighting, I'd argue that complete darkness is a bad idea.

    Yes, it's very atmospheric, but too big of a handicap for Marines to properly navigate and spot threats whereas Aliens can move around without impediments.

    Already red lights are a pretty good deterrant and disadvantage for the Marines. They create way more lcations to hide and hamper your visibility of targets, and force flashlight use to properly spot targets at a distance.


    The furthest I'd personally go with lighting would be to cause the emergency lights to strobe. 5 seconds on, 1 second off, or some other similar effect. Perhaps rolling blackouts through the room as well so the entire room doesn't go to black. But as is red lights, while less immersive/threatening than pitch dark, really help make sure the Marines are not doomed in teamfights in Alien regions.

    Really? One second off, give me a break -_-, at LEAST 3 seconds off, that would be cool, 3 seconds on maybe 2 seconds off.
  • Cabinetduck1147Cabinetduck1147 The city outside of Ns2_Eclipse Join Date: 2015-09-08 Member: 207832Members
    edited October 2015
    Vaelkyri wrote: »
    The entire map should be red lit, until marine repaired to full light, or covered in infest to make it dark.

    As it is the infest is brightly lit until marines build power so aliens can destroy >.> Makes zero sense.

    Its been said in another thread but Ill repeat is here.

    Light = Marines power

    Red = emergency and contested.

    Dark = Alien infest.
    That is an awesome idea!

  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
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