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2012-02-03, 05:14 PM | [Ignore Me] #106 | |||
Sergeant
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Also that 7 hour day. Mathematically it is the best one imo. You can experience all the different times of day if you go to the same continent at the same time everyday and play for an hour every day for a week. |
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2012-02-03, 05:18 PM | [Ignore Me] #107 | |||
EDIT: HMMM, actually no, 2 and 3 don't work... Last edited by NewSith; 2012-02-03 at 05:21 PM. |
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2012-02-03, 05:26 PM | [Ignore Me] #108 | ||
Sergeant
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The 5 repeats after 5 days(24 in-game days). The other numbers are either too long or too short. Wait are you saying every game will repeat after a week or every game will repeat after x days when x= amount hours in an in-game day?
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2012-02-03, 05:30 PM | [Ignore Me] #109 | ||
Semi-related note - if you want to force leaning away from alltime-nightvision, you can make nightvision have some undesired visual effects for the user. Like a bright glow of a visor or something. So a person not using the NV will have advantage over the one with it.
Example: TRCyclerPr0 runs with nighvision off. ImarkpeoplENC snipes with nighvision off. ImarkpeoplENC turns nightvision on to find TRCyclerPr0 on the field. ImarkpeoplENC looks for a black sihloette on the green background. Meanwhile TRCyclerPr0 spots a suddenly appearing blue glow coming from far infront. TRCyclerPr0 shoots and kills ImarkpeoplENC. |
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2012-02-03, 05:32 PM | [Ignore Me] #111 | |||
Sergeant
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2012-02-03, 05:35 PM | [Ignore Me] #112 | |||
To illustrate my idea: SCDAvs Spy and SCDAvs Merc Last edited by NewSith; 2012-02-03 at 05:57 PM. |
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2012-02-03, 05:38 PM | [Ignore Me] #113 | ||
Captain
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Dark nights is a brilliant idea and would be fantastic IMO. It creates a whole new dimension to game play and with simple counter measures, flares, night vision, thermal vision, it is not like it's a problem in big battles.
The reason it would be so good is because of the possibility of going all Sam Fisher on the enemies. (I'm also hoping knives are similar to Battlefield 3) The ability to sneak to a base under cover of dark, cut the power to the lights and then set up some sort of C4 to blow the place sky high while your outfit distracts the guys in the base with an attack force just down the road gives me goosebumps. But it could all go horribly wrong if someone decided to turn on the high powered floodlights linked directly to the genny. This idea also goes hand in hand with the prospects of customisation and, hopefully in future, being able to construct things in the filed. As mentioned before additions like torches and spot lights so you can see where you're going but light you up like a Christmas tree. Also if you are that deathly afraid of the dark, sit in your factions forward base with all the portable floodlights set up around the perimeter. I think as well glow sticks could be a pretty cool addition to the game. I can imagine a squad of guys huddled in a cave bathed in green light planning on what to do next. EDIT: Your eyes adjusting to the situation, as mentioned before, is also good. If you jump out a vehicle into the dark you can't see sh*t. Stay out in the dark for a minute or two and you can see fine. This could also allow for red torches that don't destroy your night vision but aren't as bright so you can't see as much with them. Last edited by DayOne; 2012-02-03 at 05:42 PM. |
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2012-02-03, 05:57 PM | [Ignore Me] #114 | |||
Colonel
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As I said on page 2, 7 hours seems to work best. It fits into the number of hours in a week and it's short enough that people with 3 hours to play aren't likely to get stuck playing entirely during the night (unless they log on just as it goes dark). It also ensures people who log on at the same time every day (real world) get to play at various times of day (Auraxis) throughout the week.
6, 8 and 12 hour days mean people get stuck playing at the same times. 8 hours is the most forgiving of these, but it still means you'd have night-haters getting stuck playing entirely at night every other day of the week. 5, 9, 10 and 11 hour days don't fit into a real world 24 hours or 168 hours (1 week) 8, 9, 10, 11 and 12 hour days risk nights being too long, even if people get a variation throughout the week. Hell, even 7 is pushing it. 4 could work, but it risks nights being too short. This is probably the best option other than 7.
Again with the "people". Name them. I count one person. |
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2012-02-03, 06:01 PM | [Ignore Me] #115 | ||
Sergeant
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I won't go through 8 pages just to find the names of those proposing crazy stuff. Suffice to say the OP started this thread with that idea of dark nights, which by itself is not a bad one, then several people (you can find their names if you want) approved it and then some added night vision should be excluded. So there you go, how from this:
http://www.planetside-universe.com/m...hp?img_id=1853 you go through this: http://www.garysdetecting.co.uk/nigh...tmgen2tree.jpg and at the end you end up here: http://images.kaneva.com/filestore9/...4472/black.jpg Last edited by AncientVanu; 2012-02-03 at 06:15 PM. |
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2012-02-03, 06:42 PM | [Ignore Me] #116 | ||||
Colonel
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I know you might feel passionately about this, but try not to make things up.
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2012-02-03, 07:02 PM | [Ignore Me] #117 | ||
Captain
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has anyone ever been in the country side at night? It gets pretty dark even at dusk. Now although this game shouldn't go to realistic extremes and out on plains it would be fairly well lit due to the moon it should certainly be difficult to see an enemy if they are unlit and not silhouetted against something in a forest, or canyon.
Also remember something like a torch doesn't just give off a cone of light, it reflects of other surfaces to light up the general area too. And how about glow sticks? Ones that perhaps detonate on impact so you throw it at where there might be an enemy. There is sound you know, you can hear footsteps. You being killed at night is your own incompetence. |
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2012-02-03, 07:04 PM | [Ignore Me] #118 | |||
General
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I WANT TO THROW GLOW STICKS ON THE GROUND AND HANG THEM FROM BRANCHES!!!! And not tactical glowsticks that you can barely see. I want to have a Rave dance off against the VS. |
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2012-02-03, 07:05 PM | [Ignore Me] #119 | ||
Corporal
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This is what I want night to look like:
lots of light, but also lots of dark, and as soon as anyone starts firing or driving or whatever they get lit up. Things missing in the picture though: flares, vehicles and squads using torches and headlights and spotlights, tracers, explosions and that squad who is not using any and sneeking around like a boss. Im sure I could find a better pic, but this is what I found on google images in 5 seconds searching 'night' pretend that the airport is a base ... EDIT: you know posting pics of what sort of darkness you think night should be might be a better way of getting the ideas across... Last edited by Seagoon; 2012-02-03 at 07:09 PM. |
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