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Nomex Gallatin
OSG Planetary Operations Covert Intervention
26
|
Posted - 2013.08.23 14:51:00 -
[1] - Quote
I know others have posted on this, but it is worthy of reiterating:
I love the fact that we get to fight in no/low light, but one would think that with all of this technology (and it is great technology), and given the fact that we are now playing some 21,000 years in the future, we would have conquered the night. I would think that the race that can warp, and jump space, would have at least mastered seeing in the dark.
Please, give us Night Vision (NV) for our suits. My HUD is awesome, and it keeps getting better, so how about the ability to see in no/low light?
Also, I would like the option of weapons mounted tactical lights, with an infared (IR) output option so to help light up the night against those who are not using night vision, and prevent teams using IR from sticking out like a sore thumb.
These are modern technologies available to humans now, that would come in handy in our futuristic battlefield.
I would hope that the NV would be available as a standard part of the suit, perhaps upgradable with skills, but even NV that needs to fit in an equipment slot would be acceptable to me at this point.
A weapons mounted tactical lights could be an added option that perhaps takes up more PG/CPU and would require skill training to maximize it's capabilities. Perhaps at level 1 skill your basic tactical light would reach out clearly to perhaps 50 meters (which is much better than nothing at night), partially blinding, or degrading optical clarity for whomever is looking directly into the light (temporarily, until the visors sensors adjust), and at level 5 you might get 150 meters or so with your advanced tactical lights.
Larger weapons would get greater range or wider beams dependent on their needs...
This will blend in nicely with New Eden's EWAR universe, as you could easily (again, temporarily) disable NV with our current flux grenades, causing the operator to have to switch to his tactical weapons light, from IR to visible light in order to be able to continue to fight effectively, while causing themselves to be bigger brighter targets without the NV until their systems reboot.
This would certainly add a much deeper and realistic dimension to night operations. |
Killar-12
The Corporate Raiders
652
|
Posted - 2013.08.23 16:30:00 -
[2] - Quote
Nomex Gallatin wrote:I know others have posted on this, but it is worthy of reiterating:
I love the fact that we get to fight in no/low light, but one would think that with all of this technology (and it is great technology), and given the fact that we are now playing some 21,000 years in the future, we would have conquered the night. I would think that the race that can warp, and jump space, would have at least mastered seeing in the dark.
Please, give us Night Vision (NV) for our suits. My HUD is awesome, and it keeps getting better, so how about the ability to see in no/low light?
Also, I would like the option of weapons mounted tactical lights, with an infared (IR) output option so to help light up the night against those who are not using night vision, and prevent teams using IR from sticking out like a sore thumb.
These are modern technologies available to humans now, that would come in handy in our futuristic battlefield.
I would hope that the NV would be available as a standard part of the suit, perhaps upgradable with skills, but even NV that needs to fit in an equipment slot would be acceptable to me at this point.
A weapons mounted tactical lights could be an added option that perhaps takes up more PG/CPU and would require skill training to maximize it's capabilities. Perhaps at level 1 skill your basic tactical light would reach out clearly to perhaps 50 meters (which is much better than nothing at night), partially blinding, or degrading optical clarity for whomever is looking directly into the light (temporarily, until the visors sensors adjust), and at level 5 you might get 150 meters or so with your advanced tactical lights.
Larger weapons would get greater range or wider beams dependent on their needs...
This will blend in nicely with New Eden's EWAR universe, as you could easily (again, temporarily) disable NV with our current flux grenades, causing the operator to have to switch to his tactical weapons light, from IR to visible light in order to be able to continue to fight effectively, while causing themselves to be bigger brighter targets without the NV until their systems reboot.
This would certainly add a much deeper and realistic dimension to night operations. Night Vision Modules? no... just adjust your brightness. |
Fire of Prometheus
DUST University Ivy League
170
|
Posted - 2013.08.23 16:40:00 -
[3] - Quote
Killar-12 wrote:Nomex Gallatin wrote:I know others have posted on this, but it is worthy of reiterating:
I love the fact that we get to fight in no/low light, but one would think that with all of this technology (and it is great technology), and given the fact that we are now playing some 21,000 years in the future, we would have conquered the night. I would think that the race that can warp, and jump space, would have at least mastered seeing in the dark.
Please, give us Night Vision (NV) for our suits. My HUD is awesome, and it keeps getting better, so how about the ability to see in no/low light?
Also, I would like the option of weapons mounted tactical lights, with an infared (IR) output option so to help light up the night against those who are not using night vision, and prevent teams using IR from sticking out like a sore thumb.
These are modern technologies available to humans now, that would come in handy in our futuristic battlefield.
I would hope that the NV would be available as a standard part of the suit, perhaps upgradable with skills, but even NV that needs to fit in an equipment slot would be acceptable to me at this point.
A weapons mounted tactical lights could be an added option that perhaps takes up more PG/CPU and would require skill training to maximize it's capabilities. Perhaps at level 1 skill your basic tactical light would reach out clearly to perhaps 50 meters (which is much better than nothing at night), partially blinding, or degrading optical clarity for whomever is looking directly into the light (temporarily, until the visors sensors adjust), and at level 5 you might get 150 meters or so with your advanced tactical lights.
Larger weapons would get greater range or wider beams dependent on their needs...
This will blend in nicely with New Eden's EWAR universe, as you could easily (again, temporarily) disable NV with our current flux grenades, causing the operator to have to switch to his tactical weapons light, from IR to visible light in order to be able to continue to fight effectively, while causing themselves to be bigger brighter targets without the NV until their systems reboot.
This would certainly add a much deeper and realistic dimension to night operations. Night Vision Modules? no... just adjust your brightness. Adjust brightness and burn your eyes out :p |
Athrak Kinz
Valkyrian Armada
0
|
Posted - 2013.08.23 17:45:00 -
[4] - Quote
No. First the numbers don't make sense. 50-150m for a gun mounted tac-light? 10-20 would be more balanced, but let me state I don't advocate this at all. I've been on the other end of tac-lights in Battlefield 3 and I'm sure others have as well, the blinding mechanic is far from balanced in that game (in the aspect that one can usually spray blindly and through the low health constraints survive) but with the large health amounts and ridiculous weapon combos (MD+Tac-Light) it would make for a FOTM type feel with a bunch of morons with lights blasting at each other blindly. Just turn the brightness up, it's a much simpler fix. |
Nomex Gallatin
OSG Planetary Operations Covert Intervention
29
|
Posted - 2013.08.23 19:24:00 -
[5] - Quote
Athrak Kinz wrote:No. First the numbers don't make sense. 50-150m for a gun mounted tac-light? 10-20 would be more balanced, but let me state I don't advocate this at all. I've been on the other end of tac-lights in Battlefield 3 and I'm sure others have as well, the blinding mechanic is far from balanced in that game (in the aspect that one can usually spray blindly and through the low health constraints survive) but with the large health amounts and ridiculous weapon combos (MD+Tac-Light) it would make for a FOTM type feel with a bunch of morons with lights blasting at each other blindly. Just turn the brightness up, it's a much simpler fix.
I guess I don't understand the dislike for night vision and the preference to play with your tv settings, it makes no sense to me.
The reason for the night ops is for you to learn to adapt to the situation, to equip accordingly, and to change your tactics, techniques, and procedures to meet the new challenges.
I own several tactical lights, and they all work well 10-20 meters, even my small surefire X400 mounted to my Glock does better than a measly 10-20 meters.
I thought the proposed solution was as solid as it is a realist solution to low/no light options.
I really don't care about what the lights are imbalanced in Battlefield, or how others like to play with their tv set's settings. Again the problem is a simple fix with simple equipment, which can be balanced here in New Eden. If CCP is quite responsive to unbalanced issues, I trust they can make this work, and I look forward to more options than just adjusting my tv for what is supposed to be a low/no light scenario. |
Smooth Assassin
Condotta Rouvenor Gallente Federation
58
|
Posted - 2013.08.23 19:26:00 -
[6] - Quote
Nomex Gallatin wrote:I know others have posted on this, but it is worthy of reiterating:
I love the fact that we get to fight in no/low light, but one would think that with all of this technology (and it is great technology), and given the fact that we are now playing some 21,000 years in the future, we would have conquered the night. I would think that the race that can warp, and jump space, would have at least mastered seeing in the dark.
Please, give us Night Vision (NV) for our suits. My HUD is awesome, and it keeps getting better, so how about the ability to see in no/low light?
Also, I would like the option of weapons mounted tactical lights, with an infared (IR) output option so to help light up the night against those who are not using night vision, and prevent teams using IR from sticking out like a sore thumb.
These are modern technologies available to humans now, that would come in handy in our futuristic battlefield.
I would hope that the NV would be available as a standard part of the suit, perhaps upgradable with skills, but even NV that needs to fit in an equipment slot would be acceptable to me at this point.
A weapons mounted tactical lights could be an added option that perhaps takes up more PG/CPU and would require skill training to maximize it's capabilities. Perhaps at level 1 skill your basic tactical light would reach out clearly to perhaps 50 meters (which is much better than nothing at night), partially blinding, or degrading optical clarity for whomever is looking directly into the light (temporarily, until the visors sensors adjust), and at level 5 you might get 150 meters or so with your advanced tactical lights.
Larger weapons would get greater range or wider beams dependent on their needs...
This will blend in nicely with New Eden's EWAR universe, as you could easily (again, temporarily) disable NV with our current flux grenades, causing the operator to have to switch to his tactical weapons light, from IR to visible light in order to be able to continue to fight effectively, while causing themselves to be bigger brighter targets without the NV until their systems reboot.
This would certainly add a much deeper and realistic dimension to night operations. Torch (active scanner) :D |
Athrak Kinz
Valkyrian Armada
1
|
Posted - 2013.08.23 21:02:00 -
[7] - Quote
Nomex Gallatin wrote:Athrak Kinz wrote:No. First the numbers don't make sense. 50-150m for a gun mounted tac-light? 10-20 would be more balanced, but let me state I don't advocate this at all. I've been on the other end of tac-lights in Battlefield 3 and I'm sure others have as well, the blinding mechanic is far from balanced in that game (in the aspect that one can usually spray blindly and through the low health constraints survive) but with the large health amounts and ridiculous weapon combos (MD+Tac-Light) it would make for a FOTM type feel with a bunch of morons with lights blasting at each other blindly. Just turn the brightness up, it's a much simpler fix. I guess I don't understand the dislike for night vision and the preference to play with your tv settings, it makes no sense to me. The reason for the night ops is for you to learn to adapt to the situation, to equip accordingly, and to change your tactics, techniques, and procedures to meet the new challenges. I own several tactical lights, and they all work well 10-20 meters, even my small surefire X400 mounted to my Glock does better than a measly 10-20 meters. I thought the proposed solution was as solid as it is a realist solution to low/no light options. I really don't care about what the lights are imbalanced in Battlefield, or how others like to play with their tv set's settings. Again the problem is a simple fix with simple equipment, which can be balanced here in New Eden. If CCP is quite responsive to unbalanced issues, I trust they can make this work, and I look forward to more options than just adjusting my tv for what is supposed to be a low/no light scenario.
Ok, so instead of adjusting a simple setting on your T.V., you would rather there be a new, untested, unbalanced, novelty item that takes precious dev time away from important projects just so you can see more than a couple meters? And you should care about the status of items in different games because how they already work would be the basis for similar equipment in DUST. |
Nomex Gallatin
OSG Planetary Operations Covert Intervention
29
|
Posted - 2013.08.24 01:47:00 -
[8] - Quote
Athrak Kinz wrote:[quote=Nomex Gallatin][quote=Athrak Kinz]
Ok, so instead of adjusting a simple setting on your T.V., you would rather there be a new, untested, unbalanced, novelty item that takes precious dev time away from important projects just so you can see more than a couple meters? And you should care about the status of items in different games because how they already work would be the basis for similar equipment in DUST.
Seriously?
You think adjusting your tv is the solution to a night time scenario, doesn't that kind of defeat the reason for a no/low light scenario? This is "gaming the game," and cheating the scenario is a better and more appropriate option than giving the operators the mission essential equipment they need to do their job?
As to your comment "...just so you can see more than a couple meters?" My previous suggestions would have given the operator more than "just a couple of meters" of visibility. Again, I would assume that 21,000 years into the future they wouldn't have less technology to see practical combat distances that we are capable of seeing today.
I can't imagine how something vital to mission completion as nigh vision and tactical weapons lights are a "novelty item" in your eyes.
To answer your question "...you would rather there be a new, untested, unbalanced, novelty item..." Yes, I would rather use new, untested, unbalanced, equipment than not having it when I need it.
CCP is exceptionally good at the process of introducing new equipment and then balancing it; pretty much every piece of the equipment you now use has gone through that process already, and I see no reason why CCP can't do it with night vision and tactical weapons lights... it's not rocket science.
As to your comment "...that takes precious dev time away from important projects..." Um, no, I am pretty sure that they can prioritize this as necessary, they have more than a few cycle times in launching new equipment, and I am fairly certain that thy have a means of prioritizing those items and they choose to integrate.
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CLONE117
Planetary Response Organization Test Friends Please Ignore
176
|
Posted - 2013.08.24 01:50:00 -
[9] - Quote
add flashlight to all guns for seeing in the night..this includes snipers!
this would finaly give me the chance to set up perfect counter sniping positions... and destroy any who thinks bringing a thale into a pub match is a good idea!... |
Nomex Gallatin
OSG Planetary Operations Covert Intervention
33
|
Posted - 2013.08.24 12:31:00 -
[10] - Quote
CLONE117 wrote:add flashlight to all guns for seeing in the night..this includes snipers!
Not that I would deny snipers the weapons mounted light, I am not sure how practical such a light would be for a sniper, seeing as how snipers are supposed to pick targets off from a distance... It would kind of make you stick out like a light hous out there on your perch. |
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Athrak Kinz
Valkyrian Armada
1
|
Posted - 2013.08.24 17:19:00 -
[11] - Quote
Nomex Gallatin wrote:Athrak Kinz wrote:[quote=Nomex Gallatin][quote=Athrak Kinz]
Ok, so instead of adjusting a simple setting on your T.V., you would rather there be a new, untested, unbalanced, novelty item that takes precious dev time away from important projects just so you can see more than a couple meters? And you should care about the status of items in different games because how they already work would be the basis for similar equipment in DUST. Seriously? You think adjusting your tv is the solution to a night time scenario? Doesn't that kind of defeat the reason for a no/low light scenarios? Adjusting your tv for a scenario is "gaming the game," and I fail to see how cheating the scenario instead of adapting your technology to it, is a better and more appropriate option than giving the operators the mission essential equipment they need to do their jobs. As to your comment "...just so you can see more than a couple meters?" My previous suggestions would have given the operator more than "just a couple of meters" of visibility. Again, I would assume that 21,000 years into the future they wouldn't have less technology to see practical combat distances that we are capable of seeing today. I can't imagine how something vital to mission completion as nigh vision and tactical weapons lights are a "novelty item" in your eyes. To answer your question "...you would rather there be a new, untested, unbalanced, novelty item..." Yes, I would rather use new, untested, unbalanced, equipment than not having it when I need it. CCP is exceptionally good at the process of introducing new equipment and then balancing it; pretty much every piece of the equipment you now use has gone through that process already, and I see no reason why CCP can't do it with night vision and tactical weapons lights... it's not rocket science. As to your comment "...that takes precious dev time away from important projects..." Um, no, I am pretty sure that they can prioritize this as necessary, they have more than a few cycle times in launching new equipment, and I am fairly certain that thy have a means of prioritizing those items and they choose to integrate.
Here's a better idea than your silly tactical light, "Reactive Vision". You say 21,000 years and I think "Why? Why flashlights 21,000 years in the future? Wouldn't the HUD in every dropsuit helmet be able to adjust light levels as needed?" Picture this: You run past a pitch black alcove and get tagged by a raspberry, as you advance into the alcove the darkness dissipates to a much more manageable level (think the way that our eyes adjust to darkness irl), and the raspberry is dispatched. Now whether this was a module based suit interaction or an innate ability given to any suit can be discussed later. Now I'm not saying your idea is bad, hell it may even get implemented with modular weapons, but it IS impractical (archaic even) given EVE tech, and it WOULD cause mass "Blind and Shred" tactics. Yes I know you want to see in the dark, but that will most certainly not be the tools main MO. I don't want to see this game tun into "Call of Battle: Black Duty 4". |
Arc-08
Horizons' Edge Orion Empire
40
|
Posted - 2013.08.24 18:09:00 -
[12] - Quote
yes, i think that reactive vision, or some kind of a slow adjustment would work, i think the reason that they make it so hard to see is so that scouts can really be in their element... the only problem is: scouts can't see in the dark either, so make scouts have best nightvision, then assault, then logi, then heavy in that order, of how well they can see in the dark/ how long it takes to fully be able to see clear shapes.
cloaks will also help, and be usefull in the darkness |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
19
|
Posted - 2013.08.24 18:26:00 -
[13] - Quote
I have to agree with, Nomex.
The easiest answer to all this is a simple night vision or thermal mechanic. I think it's legit if you want to tie it of he sensor skill tree to give it some perks. I think it's also very legit that flux grenades have an EMP type effect that disrupts your night vision, passive sensors, and active sensors in addition to blanking your shields. |
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