night vision goggles
roxxkatt
Join Date: 2014-12-28 Member: 200431Members
continued from http://forums.unknownworlds.com/discussion/136383/marine-night-vision-goggles
as comprox didn't like the poll options, which apparently can not be edited by moderators as well as regular people
remember while voting that every advantage for the marine team is a disadvantage for the alien team, and must be counterbalanced
as comprox didn't like the poll options, which apparently can not be edited by moderators as well as regular people
roxxkatt wrote:this is not my idea, but it is a frequent idea brought up by other people
forum search option sucks, if you know this exists somewhere in the forums, post a link to it
marine night vision goggles, purchased from the proto lab.
the code to make this happen already exists in the alien vision shader support, and would be easily ported by simply adding an item and another hlsl file.
it would be an easy change to make for the CDT
there is 2 different ways to implement it:
1) standard green low light photomultiplier currently used in irl military applications
2) thermal imaging - red/orange hot, blue/teal background
3) a combination of both with a toggle switch
both ways can be fine tuned for gameplay such as #1 intensity turned up or down and #2 having more distant aliens be near background color
naturally the argument against is OP this and OP that, so if it gets added it will all be about balance, the question is how much balance?
how much should it cost in proto lab?
how much should it cost to research? how long? require 2 chairs?
cheap=5-15 res
expensive=15-25 res
feel free to state what your preferences would be, why you voted the way you did, and specific research and purchase costs and times, as well of what type of NV you would want, or any other relevant information
remember while voting that every advantage for the marine team is a disadvantage for the alien team, and must be counterbalanced
Comments
and to continue that i would like emergency lights reduced and personal flashlights get less crappy, which would sync well with nv goggles being introduced
If anything, marines get too much vision when power goes out (blackout is only 10 seconds and red lights don't affect vision that much)
But marines w/ night vision would take away the advantage that aliens are intended to have in dark spaces.
It's not OP though, it would be have even less utility than babblers since blowing off even 1 res when you respawn so that you can be on par with aliens in the slight chance the power goes down when you are fighting in a room. Even if you do happen to have NV in that situation, likely your facing multiple alien life forms and they can easily take down you and your teammates who don't have NV.
In conclusion it would be almost completely useless and take away from a big part of the game.
But I voted "See my post below" so I couldn't let this thread without my message.
- Not needed. You already see (easily?) the Aliens as Marines and you got a flashlight, don't you?
- There's already a key for the flashlight, which one is the same one than the Alien Vision key, would I like to get another key for that? I don't think so.
- AV is part of the Aliens side. Adding another vision for the Marines will remove this trait. I don't want another feature that Aliens already got (cf: gorge tunnels, although I love that one).
- Night Vision doesn't make any sense, you're hardly in the darkness (around a few seconds per game, not more), and as previously said, flashlight simply.
- The other point of view is that Aliens gain advantages in the darkness (poor Marines get difficulties at dodging and noticing Aliens), meaning that you'd take away this benefit by adding a Marines Night Vision.
tl;dr: sticking with the current system isn't a problem. I'm fully convinced people do not want both sides to get closer, removing the appeal of the game and what makes NS2 as it is now. Short message, I guess there's many other downsides at promoting whatever you call it: Night Vision.
I would go for that picture before I went for nightvision. It just isn't going to happen though.
Agree but it could be cool if it was a map-specific ability which is only available / usefull in special 'night maps'.
Even shade is more or less useless in this level of detail. Minimal Flat infestation is just wrong. I play with full detail, atmospheric and stuff. Even a marine can hide in the dark without AV. That really adds difficulty and is kind of nice look.
Not really possible unless more development:
-Shaders
-Tech tree
-Commander Icon, buy menu icons and models as well.
-Entities for mapper to allow or not,
-Update maps... test this particular thing for every maps.
etc...
Catalyst pack do that already.
2) nv goggles would replace flashlight and toggle with F key
3) if nv gets added it would make sense to remove emergency lights or drastically increase delay
4) in case of #3, adding alien cyst/structure lights would be a logical next step
If marines get NV and emergancy lighting is changed to stay dark your removing the big element of ns2. Aliens have an advantage in the dark with infestation (infestation allows crags, whips, shifts, and shades that give Aliens an edge on infestation as well as AV and darkness allowing more efficient stealth, while marines have an advantage in rooms with power as they can see aliens clearly, and have turrets and armoury's. Yes marines have flashlights but that's so any room thats dark doesn't make it impossible to fight. Adding night vision to marines isn't neccecarily OP, it's "blurring the line" between Aliens and Marines. Also pgs where in the game much longer than gts, they were only added recently in the gorgeous update for balance reasons so that aliens could hold areas more effectively, unlike NV which is completely unnecessary. Also exos have fog lights which are very good at lighting up a room, making NV even more unnecessary.
While NV might seem neccecary to remove emergancy lighting, emergancy lighting is perfectly fine. You don't have to destroy the lighting 100%, you can keep it 1 bite away from destruction and use it to undermine a marine push or provide cover for escape for a gorge. Also the black out provides plenty of time to kill all the marines in a push against a marine base.
Bite the power node down until it has 10-20 hp left (by my calculations its 53 bites and a para or two)... Hide, wait for marines. Provided they dont weld it, when you're ready to engage pop a parasite into the power to plunge the marines total darkness and not having to worry about emergency lighting coming on for a while
Plus it makes you feel like some kind of freaky ninja.
But as I see it there would only be 2 reasons to buy such a device. Blackout. Which only last for 10 seconds before emergency lights turn on. And secondly, to counter phantom.
Personally I don't see a reason for night vision goggles as they will rarely be useful. But for thermal goggles it could be a way to counter phantom. In which case it should be a medium priced research at the armory with a cheap to medium pres cost. And non recyclable just like jet-packs. But this would just be 1 more thing for marines to buy. And thus I don't see the point. Marines already have to buy welders beside there weapons. And later on jet packs.