Mod Suggestion: Everyone is Invisible

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
The premise of the mod is pretty simple - Vanilla except that everyone (on both teams) is completely invisible until they attack or take damage. Then they're visible until they die. Once they respawn, they're invisible again.
This would lead to an Alien style experience, with a lot of paranoia and quiet sneaking - just in case the room does actually have 3 exos in the middle of it.
The main advantage of taking Vampirism in this mod is that you'd be able to recloak. Aura would work as per usual. Observatories wouldn't decloak aliens, but it would cause them to appear on the minimap.

Comments

  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    FULLY invisible, or cloaked?
  • NintendowsNintendows Join Date: 2016-11-07 Member: 223716Members, Squad Five Blue
    How do you prevent a comm chair rush? Would marines just need to keep half their team in base until most of the alien team is accounted for?
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    Nintendows wrote: »
    How do you prevent a comm chair rush? Would marines just need to keep half their team in base until most of the alien team is accounted for?

    How do you prevent a hive rush? Would aliens just need to keep half their team in base until most of the marine team is accounted for?
  • The_Welsh_WizardThe_Welsh_Wizard Join Date: 2013-09-10 Member: 188101Members, Reinforced - Supporter
    That's why it can't work in NS2. You can't hold lanes or zones or scout anything. I think you would need to reimagine big parts of how the game works for a mod like this to be playable.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited March 2018
    BeigeAlert wrote: »
    FULLY invisible, or cloaked?

    Fully invisible. Not even rendered.
    That's why it can't work in NS2. You can't hold lanes or zones or scout anything. I think you would need to reimagine big parts of how the game works for a mod like this to be playable.

    If nothing else it'd certainly change how the game is played. You might get a visible player to move ahead of everyone else as bait. Grenades and other AoE would be researched very quickly.
    One important thing is that the players would be invisible, not silent. So you'd still be able to hear everyone taunting and moving around.
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    This would certainly be an interesting gamemode to test out.
  • skav2skav2 Join Date: 2007-05-28 Member: 61037Members, Reinforced - Gold
    So would the winning team be either who destroys the others base or the last person who stays invisible team wins? What about the idea that both teams get cloaking abilities and can recloak? Ive always wondered what it would be like if marines could get active camo.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    The initial idea was for the mod to be vanilla (with its standard victory conditions) + everyone is invisible
Sign In or Register to comment.