Have a day/night cycle in CM

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Sikillgard
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Have a day/night cycle in CM

Post by Sikillgard » 24 Apr 2016, 16:27

Summary (a quick, 2-3 sentence summary):
Yesterday the admins played with us a little and set the colony map to daytime (read: illuminate every tile sans buildings and the river) with occasional clouds (low illumination) hovering overhead and I thought it was pretty cool if it's made a permanent part of CM.

Benefits (How this will benefit the server and game as a whole):
It adds a whole new element to the gameplay, cause with a cycle there's now timing assaults to consider and aliens have to make sure they can get back to the caves before sunrise and now have a reason to play defensively, while marines get a little breathing space and encourage them to stop turtling get out and get some sunshine.

Details (Description of how you think this would work, the benefits, etc):
Have that thing that one of the admins did with their fancy tools to light up the map and make it automated to certain intervals, obviously time-compressed to make viable in 1-3 hour rounds.

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LocalizedDownpour
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Re: Have a day/night cycle in CM

Post by LocalizedDownpour » 24 Apr 2016, 16:30

Honestly I like the dynamic if it changed every hour...maybe 45 minutes. +1

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The Respected Man
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Re: Have a day/night cycle in CM

Post by The Respected Man » 24 Apr 2016, 17:03

+1,000,000 I feel that the planet has an alien bias with this night time only thing, if there's a day/night cycle i feel like we will take many steps closer to balance.
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SpanishBirdman
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Re: Have a day/night cycle in CM

Post by SpanishBirdman » 24 Apr 2016, 17:21

+1

I think it would be cool if the planet rotates on its axis very fast and the day/night cycle is an hour or so(30 minute nights). It would really change the attack/defense dynamic of the game and possibly make marines stop turtling so much since they have the advantage during the day.

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Re: Have a day/night cycle in CM

Post by MauroVega » 24 Apr 2016, 18:13

wait i was thinking this was not added due to the solar system not having a star/sun
+1 Anyway
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Re: Have a day/night cycle in CM

Post by Gentlemanly_headcrab » 24 Apr 2016, 19:41

+1 Only at night gets annoying; only issue is figuring out how not to lag everything with every day-night cycle switch.
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LocalizedDownpour
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Re: Have a day/night cycle in CM

Post by LocalizedDownpour » 24 Apr 2016, 19:46

It could just be random with the round. One round is night next day? Or random chance?

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LordLoko
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Re: Have a day/night cycle in CM

Post by LordLoko » 24 Apr 2016, 21:00

LocalizedDownpour wrote:Honestly I like the dynamic if it changed every hour...maybe 45 minutes. +1
Agree with that, slowly become more and more iluminated, it could be very interesting.
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Re: Have a day/night cycle in CM

Post by Boltersam » 25 Apr 2016, 02:17

Yes, please. This would be badass. Get off yer asses, marines! +1.

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Re: Have a day/night cycle in CM

Post by forwardslashN » 25 Apr 2016, 04:01

Neutral.
This was actually pretty interesting, but it was wonky with lighting in the caves for example. With the way areas are set up in SS13, it would be hard to make an actual day night cycle. If it would be doable without a lot of lag, I'd +1 this.
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Re: Have a day/night cycle in CM

Post by Joe4444 » 25 Apr 2016, 14:14

+1 I'd thought of this a few times. In the night marines would go into their nice little FOB trying to get some shut eye and taking shifts on guard, hats when they strike....The next morning command orders the rest of the marines to gather at the north nexus and no one knows why. He's told where the xeno scum is and tells all the marines to affix bayonets and charge. They get slaughtered and the xenos win the round.GG

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Re: Have a day/night cycle in CM

Post by SpanishBirdman » 25 Apr 2016, 14:28

They mostly come out at night, mostly.

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Logi99
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Re: Have a day/night cycle in CM

Post by Logi99 » 25 Apr 2016, 14:51

I got an idea. Floodlights will be off at day time, floodlights will be on at night. +1 anyways.
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Re: Have a day/night cycle in CM

Post by Morrinn » 25 Apr 2016, 15:26

If this can be done without illuminating the caves? +1
If this illuminates every tile in the game? -1

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Re: Have a day/night cycle in CM

Post by Zilenan91 » 25 Apr 2016, 21:55

Yeah if this can be done without illuminating the caves it would be incredible +1

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Re: Have a day/night cycle in CM

Post by qDan » 26 Apr 2016, 11:18

I think its pretty easy to make cheap illumination working only outside of caves - just add separate lightbulb system to every place on the planet except caves and make'em indestructible with independent energy system and APC with inserted timer somewhere outside of the map behind orange walls. And yes I know its not very realistic but its still a variant :D :)

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Re: Have a day/night cycle in CM

Post by outordinary » 27 Apr 2016, 01:35

Only if half the lights in the map start off broken, that way marines have to come out and fix most of them before nightfall. If that gets added also then +1

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Re: Have a day/night cycle in CM

Post by Egorkor » 27 Apr 2016, 02:04

with how short the current rounds are now, doubt it'll be useful, though I like the idea indeed.
leaning toward +1.

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Re: Have a day/night cycle in CM

Post by Azmodan412 » 27 Apr 2016, 10:55

I believe it was centered around one day. The operation starts at 12:03 PM..
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Re: Have a day/night cycle in CM

Post by Adjective » 27 Apr 2016, 11:11

Okay the thing is that I can see this only going one way. The grass tiles and water tiles would recieve an illumination 2, which means anything a dirt tile would be dark to keep caves dark. This would mean there would be a large dirt section north of the over that would just randomly be dark.

Unless there was a map update, there would either be a map entirely lit, or a map lit but the whole north end is dark.

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Re: Have a day/night cycle in CM

Post by LocalizedDownpour » 27 Apr 2016, 11:14

Adjective wrote:Okay the thing is that I can see this only going one way. The grass tiles and water tiles would recieve an illumination 2, which means anything a dirt tile would be dark to keep caves dark. This would mean there would be a large dirt section north of the over that would just randomly be dark.

Unless there was a map update, there would either be a map entirely lit, or a map lit but the whole north end is dark.
Couldn't the tiles that are apart of the cave system be made a different type of dirt that would always be dark? That's likely way too complicated though.

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Re: Have a day/night cycle in CM

Post by Adjective » 27 Apr 2016, 11:15

LocalizedDownpour wrote: Couldn't the tiles that are apart of the cave system be made a different type of dirt that would always be dark? That's likely way too complicated though.
That's what I meant by "Map Update". It's not complicated, it's just excessive unnecessary work.

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EXOTICISME
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Re: Have a day/night cycle in CM

Post by EXOTICISME » 27 Apr 2016, 11:28

+1 This would be awesome. No more back and forth fixing and slashing floodlight with those pesky hunter

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Re: Have a day/night cycle in CM

Post by sicktrigger » 30 Apr 2016, 01:25

Adjective wrote: That's what I meant by "Map Update". It's not complicated, it's just excessive unnecessary work.
you wouldn't need to fiddle with tiles. all it would take is a number of invisible light sources placed in outside areas. like floodlights but brighter, un-destroyable, and noncorporeal

i don't really support the suggestion though
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Re: Have a day/night cycle in CM

Post by forwardslashN » 30 Apr 2016, 02:16

sicktrigger wrote: you wouldn't need to fiddle with tiles. all it would take is a number of invisible light sources placed in outside areas. like floodlights but brighter, un-destroyable, and noncorporeal
Oh yeah, that would totally work. +1
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