Dark vision cone behind your back
Posted: Tue Feb 23, 2016 9:13 pm
We discussed the cone/mob thing but apparently it is a performance issue. Shame.MMMiracles wrote:I think it'd look a lot better if it just made the cone behind you slightly darker and stopped rendering mobs. Having big empty spaces that can change when moving around looks really ugly if you turn around a lot.
We can easily change the dark cone's icon or remove it (by making its icon_state null) whenever we want. We can have a smaller cone when we have xray or nightvision glasses for example, or no cone at all (for a hypothetical 'eyes behind your back' mutation). The only thing we can't do is make mobs appear above the cone's darkness (for thermals for example).TheNightingale wrote:That actually looks pretty interesting. It helps maintain immersion, allows ambushes to succeed more easily, and isn't too restrictive for peripheral vision.
How does it interact with x-ray vision and optical meson scanners? How about natural darkness behind your back - is that amplified to make it darker?
At least I didn't find a simple way to implement it.We discussed the cone/mob thing but apparently it is a performance issue. Shame.
Sure, we can make the darkness be progressive, we can even make the cone not match the tiles and make the border of our vision a straight line.CosmicScientist wrote:Would it be possible to see it as a more gradual change (like unconsciousness and lack of oxygen/low health) rather than be somewhat jarring dark and black squares?
Turning more than once a second gives you a chance to snap your neck from whiplash, scaling up for how much you do it per secondCheimon wrote:I feel like this is just going to result in idle people spinning around, which won't add any of the immersion that this change seems to be seeking.
It's more like now shifty eyed people will actually look shifty-eyed. Whether they're looking out for any witnesses, or they're just incredibly paranoid about something (or are just massive dorks and are now broadcasting that fact).Cheimon wrote:I feel like this is just going to result in idle people spinning around, which won't add any of the immersion that this change seems to be seeking.
Lifeweb already did this. Works fantastic. You can hide in darkness too, going invisible unless someone brings a light near you.Ikarrus wrote:This looks legitimately interesting and a perfect example of "Paranoia"
It's more like now shifty eyed people will actually look shifty-eyed. Whether they're looking out for any witnesses, or they're just incredibly paranoid about something (or are just massive dorks and are now broadcasting that fact).Cheimon wrote:I feel like this is just going to result in idle people spinning around, which won't add any of the immersion that this change seems to be seeking.
It sounds perfectly immersive imo.
I offered to do this.phil235 wrote:Sure, we can make the darkness be progressive, we can even make the cone not match the tiles and make the border of our vision a straight line.CosmicScientist wrote:Would it be possible to see it as a more gradual change (like unconsciousness and lack of oxygen/low health) rather than be somewhat jarring dark and black squares?
Just need a good spriter
All the more reason to not blindly stumble into dark maintenance tunnels like lemmings and shoot each other to death: which I add happens a lot already.>blob round
>wave of people goes in to fight blob
>half their screen is dark and they can't see people behind them pushing past
>they all die from friendly fire before they even reach the blob
Should have watched your six, fluke-op.>shooting up assistants as nuke ops
>turn around to see how your team is doing
>they're all gone and have been eaten by the other half of the assistant horde which was behind you all along
Tase n lase combat is stale and overly reliable anyway. Not to mention the ability to ambush more heavily armed foes has been a part of the game for a long time via chameleons, darkness, disguises, etc.would make combat in general annoying actually
>yakkety saxxing away from a sec officer
>literally can't see them or their shots and can't dodge
>captain in rev lasers 4 assistants who tried to kill him and is kicking ass
>suddenly gets tased out of nowhere
>killed by an invisible man who he had zero chance of fighting
>murderer was behind him the whole time
The most valid point: that someone attempting a stealthy kill can more easily be foisted- but I remind you that the vision cone works both ways- and for every murderer that gets caught, one more will get away with it because he waited until witnesses turned their backs.>traitor sneaking into a department for a stealth assasination
>gets the stun, gets the headset off, gets the kill
>before he can hide the corpse he's suddenly called out
>people were silently watching him from behind and he had 0 indication
>ninja
>teleports behind u
>draws katana
cool in theory on the surface, but bad if you look at it in any depth, and bad in practice
But battle mechs has scanners installed, so it'd make sense if they have full 360 degree vision.Saegrimr wrote:Clearly just make everybody have to manually turn before they can move or shoot in that direction like they're in a gygax or something. :^)
then the blob wins every time because the only way to beat it is swarming/cheesing it with R&DDanielRatherman wrote:I could construe all of those examples as positive things as well.
All the more reason to not blindly stumble into dark maintenance tunnels like lemmings and shoot each other to death: which I add happens a lot already.>blob round
>wave of people goes in to fight blob
>half their screen is dark and they can't see people behind them pushing past
>they all die from friendly fire before they even reach the blob
watching your six when the direction you face is almost always dependent on which way you're moving is way more difficult than you'd expect, especially if there's no gravityShould have watched your six, fluke-op.>shooting up assistants as nuke ops
>turn around to see how your team is doing
>they're all gone and have been eaten by the other half of the assistant horde which was behind you all along
"tase n lase" combat has nothing to do with this, it's the fact that you can be totally invisible to somebody because they happened to be facing the wrong direction and kill them dead with 0 counterplay is cancerTase n lase combat is stale and overly reliable anyway. Not to mention the ability to ambush more heavily armed foes has been a part of the game for a long time via chameleons, darkness, disguises, etc.would make combat in general annoying actually
>yakkety saxxing away from a sec officer
>literally can't see them or their shots and can't dodge
>captain in rev lasers 4 assistants who tried to kill him and is kicking ass
>suddenly gets tased out of nowhere
>killed by an invisible man who he had zero chance of fighting
>murderer was behind him the whole time
generally untrue considering the "crew-actively-hunting-for-murderers to murderers ratio" is like 15 to 1 or something. traitors have to watch their backs more than the crew. it really shouldn't be that way.The most valid point: that someone attempting a stealthy kill can more easily be foisted- but I remind you that the vision cone works both ways- and for every murderer that gets caught, one more will get away with it because he waited until witnesses turned their backs.>traitor sneaking into a department for a stealth assasination
>gets the stun, gets the headset off, gets the kill
>before he can hide the corpse he's suddenly called out
>people were silently watching him from behind and he had 0 indication
>ninja
>teleports behind u
>draws katana
cool in theory on the surface, but bad if you look at it in any depth, and bad in practice
You can still create a new cone if you're up for it. As I said, this post is just a proof of concept, I didn't want you to work hard on a well-made cone that had only a very small chance to end up in the game.Nienhaus wrote:I offered to do this.phil235 wrote: Sure, we can make the darkness be progressive, we can even make the cone not match the tiles and make the border of our vision a straight line.
Just need a good spriter
Implanting cameras into your skull, when?EndgamerAzari wrote:This would also potentially open up the possibility of an all-around vision genetic power.
Difference is the LW run speed is significantly less, if someone on there has max run speed they'll blink past you without you being able to notice them a lot of time.Atticat wrote:Lifeweb already did this. Works fantastic. You can hide in darkness too, going invisible unless someone brings a light near you.Ikarrus wrote:This looks legitimately interesting and a perfect example of "Paranoia"
It's more like now shifty eyed people will actually look shifty-eyed. Whether they're looking out for any witnesses, or they're just incredibly paranoid about something (or are just massive dorks and are now broadcasting that fact).Cheimon wrote:I feel like this is just going to result in idle people spinning around, which won't add any of the immersion that this change seems to be seeking.
It sounds perfectly immersive imo.
when i suggested this back when i was new and naive i was told that it was tested before and resulted in people being annoyed and getting headachesLuke Cox wrote:This is one of those things that could be either amazing or total shit. Test it.
The way erro tried to do it was having your character always at the bottom of the screen, so the screen flipped wildly as you turned. We also moved faster then.PKPenguin321 wrote:when i suggested this back when i was new and naive i was told that it was tested before and resulted in people being annoyed and getting headachesLuke Cox wrote:This is one of those things that could be either amazing or total shit. Test it.