Have a day/night cycle in CM
- zskninoh
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Re: Have a day/night cycle in CM
+1 This would be a really sick idea.
Tᴏ ᴘʀᴏᴛᴇᴄᴛ ᴛʜᴇ ᴄʜᴀᴛ ғʀᴏᴍ ᴅᴇᴠᴀsᴛᴀᴛɪᴏɴ. ᴛᴏ ᴜɴɪᴛᴇ ᴀʟʟ sᴘᴀᴍᴍᴇʀs ᴡɪᴛʜɪɴ ᴏᴜʀ ɴᴀᴛɪᴏɴ. ᴛᴏ ᴅᴇɴᴏᴜɴᴄᴇ ᴛʜᴇ ᴇᴠɪʟ ᴏғ Tʀᴜᴍᴘ Hillary Clinton ᴀɴᴅ ᴍᴏᴅs. ᴛᴏ ᴇxᴛᴇɴᴅ ᴏᴜʀ sᴘᴀᴍ ᴛᴏ ᴛʜᴇ sᴛᴀʀs ᴀʙᴏᴠᴇ. ᴄᴏᴘʏ! ᴘᴀsᴛᴇ! ᴄʜᴀᴛ sᴘᴀᴍ ʙʟᴀsᴛ ᴏғғ ᴀᴛ ᴛʜᴇ sᴘᴇᴇᴅ ᴏғ ʟɪɢʜᴛ! sᴜʀʀᴇɴᴅᴇʀ ᴍᴏᴅs ᴏʀ ᴘʀᴇᴘᴀʀᴇ ᴛᴏ ғɪɢʜᴛ.
- SpanishBirdman
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Re: Have a day/night cycle in CM
Apop bump, should be relatively easy to code since it's already been done before
- Jroinc1
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Re: Have a day/night cycle in CM
I very strongly dislike this, because it removes one of the xeno's key strengths: Stealth.
If the marines can see anywhere in the colony proper for half of the time, and know the time that they won't be able to see in advance... why would they ever come out at night?
Marines tend to be really good at forting, and I have NEVER seen a fortified and MANNED (6-8) FoB fall to xenos. With their auto-aim turrets, egrilles, reinforced table barricades... marines have multiple strengths that will instantly shut down any attack on the FoB, besides long range bombardment... and without fear of xenos lurking in the darkness, marines'll just charge out and kill the boiler, able to see other xenos that would have supported them.
When darkness rolls around, marines can EITHER stay in the FoB, or march out and engage the aliens with their massive number of flares, integral suit lights, flashlights, rail-mounted flashlights... yeah.
-1 because MASSIVE buff to marines, equivalent to giving them all NVG's that work 1/3 of the time (50/50 cycle + caves), but they KNOW when it'll fail.
If the marines can see anywhere in the colony proper for half of the time, and know the time that they won't be able to see in advance... why would they ever come out at night?
Marines tend to be really good at forting, and I have NEVER seen a fortified and MANNED (6-8) FoB fall to xenos. With their auto-aim turrets, egrilles, reinforced table barricades... marines have multiple strengths that will instantly shut down any attack on the FoB, besides long range bombardment... and without fear of xenos lurking in the darkness, marines'll just charge out and kill the boiler, able to see other xenos that would have supported them.
When darkness rolls around, marines can EITHER stay in the FoB, or march out and engage the aliens with their massive number of flares, integral suit lights, flashlights, rail-mounted flashlights... yeah.
-1 because MASSIVE buff to marines, equivalent to giving them all NVG's that work 1/3 of the time (50/50 cycle + caves), but they KNOW when it'll fail.
Mentor-
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
- SpanishBirdman
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Re: Have a day/night cycle in CM
I was thinking about this after I bumped it, and it's mostly a relic of an OP xeno period in development. There is value to it however, and I think it could be used as a pro marine event if they lose a big assault, as a way to keep them on the planet.
- Surrealistik
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Re: Have a day/night cycle in CM
+1. I'm down.
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- Killaninja12
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Re: Have a day/night cycle in CM
+1
Would be interesting to see this come to fruition in any possible way.
Would be interesting to see this come to fruition in any possible way.
- doodeeda
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Re: Have a day/night cycle in CM
It would be interesting to see the back and forth definitely. The scare factor of aliens attacking at night, and marines being encouraged to attack at day instead of turtling all round. Rounds might last longer though if one side always retreats once the day/night ends and the other side gets time to breathe. Would need some tweaking on the durations of night and day.
Bruce Mcmullen
- Sarah_U.
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Re: Have a day/night cycle in CM
I'll +1 the idea for the following reasons (With conditions):
Yes it disadvantage aliens to be in the complete light, but marines will have more motivation to play agressively and most likely some will scatter too much.
Areas like the caves can be shaded by the height of the mountain making the barren less illuminated and darker. The caves themselves should remain dark. The interiors shouldn't gain full illumination either, but only exterior lightning coming inside... Though all of this is growing complicated... Maybe we should just have an underground map?
Yes it disadvantage aliens to be in the complete light, but marines will have more motivation to play agressively and most likely some will scatter too much.
Areas like the caves can be shaded by the height of the mountain making the barren less illuminated and darker. The caves themselves should remain dark. The interiors shouldn't gain full illumination either, but only exterior lightning coming inside... Though all of this is growing complicated... Maybe we should just have an underground map?
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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- Jdobbin49
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Re: Have a day/night cycle in CM
Only seeing this now +1 seems like a really cool dynamic plus a way to shake things up for those really long rounds
- Haveatya
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Re: Have a day/night cycle in CM
I am +1 for sure, but I always have to wonder why they would choose to drop at night. Very few forces would actively deploy at night without night vision. Speaking of NV...
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Re: Have a day/night cycle in CM
+1 , this really isn't difficult and can infact be implemented in only a few lines of code and a controller/really dodgy machine with sleep procs , I've already written one of these for a different codebase so it isn't a hassle and could be implemented really quickly.
- completelynewguy
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Re: Have a day/night cycle in CM
+1, maybe day and night can cycle in 1/2 hours?
- Toroic
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Re: Have a day/night cycle in CM
-1
I think people are grossly underestimating how much xeno rely on darkness to be able to function. They already often completely have their ability to attack shut down by a flare because except for elite crushers, half a dozen bullets can badly injure, and if faster marines pursue then death is common.
This would massively swing the game in favor of marines.
I think people are grossly underestimating how much xeno rely on darkness to be able to function. They already often completely have their ability to attack shut down by a flare because except for elite crushers, half a dozen bullets can badly injure, and if faster marines pursue then death is common.
This would massively swing the game in favor of marines.
"Crush your enemies. See them driven before you..."
Xenos Vult
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Re: Have a day/night cycle in CM
for a short period of time, the day night cycle would be 15 to 20 minutes each , 15 minutes day 20 minutes night. Xenos can do a lot in 20 mintues.
- Supdawge
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Re: Have a day/night cycle in CM
+1 in my opinion it extends the game time overall
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- Snypehunter007
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Re: Have a day/night cycle in CM
This seems like a lot of work.
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- forwardslashN
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Re: Have a day/night cycle in CM
Likely won't happen any time soon, if ever. It is a lot of work, and CM isn't really set up for it. Not out of the realm of possibility, but denied for now.
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