Moonlight Test

Generic, on-topic discussion about Colonial Marines.
User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Moonlight Test

Post by apophis775 » 22 Aug 2016, 19:49

This is for feedback/discussion about the "moonlight" test we did earlier where the map had a base lum of 1 instead of 0.
ImageImage
flamecow wrote: "unga dunga me want the attachment" - average marine

Szotu
Registered user
Posts: 3
Joined: 19 Aug 2015, 16:53

Re: Moonlight Test

Post by Szotu » 22 Aug 2016, 19:52

Nope, too bright.

User avatar
McRipfist
Registered user
Posts: 345
Joined: 30 May 2016, 15:47
Location: Trenches, LV-624
Byond: McRipfist

Re: Moonlight Test

Post by McRipfist » 22 Aug 2016, 19:58

I like it. Better than pitch black.
Image

User avatar
JohnKilla56
Donor
Donor
Posts: 73
Joined: 17 Mar 2015, 00:03
Location: Nj

Re: Moonlight Test

Post by JohnKilla56 » 22 Aug 2016, 19:59

I liked it personally, but i felt it may be considered too light by the xenos. i think it adds a bit to stealth since its not just auto invis to marines, you would have to think about what you are doing, and where you are going.

JCdestr0yer
Registered user
Posts: 13
Joined: 02 Sep 2015, 13:50

Re: Moonlight Test

Post by JCdestr0yer » 22 Aug 2016, 20:01

I like it from a marine stand point how ever i think a bit darker would be better if you could.

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Moonlight Test

Post by apophis775 » 22 Aug 2016, 20:07

It's at Lumcount 1 ATM, not sure if it can go darker
ImageImage
flamecow wrote: "unga dunga me want the attachment" - average marine

User avatar
Polkjm
Registered user
Posts: 99
Joined: 22 Aug 2016, 20:10

Re: Moonlight Test

Post by Polkjm » 22 Aug 2016, 20:17

(Xeno player) 1 luminosity basically means they can see everything, everywhere. It removes the point of bringing any kind of light sources, and prevents the xenos from hiding anywhere. The marines can know instantly if they should go for a kill or if there's a Xeno hiding in the dark. So far it's been a disaster, with no casualties on the side of marines but many xenos dying near their territory because the marines can chase them without fear and get kills in dangerous locations.

So in conclusion this change removes darkness entirely and removes cool gameplay elements like lighting up an area with flares or breaking lights to hunt in the shadows. You can legit see everything, Xenos wouldn't even need darkvision anymore
Last edited by Polkjm on 22 Aug 2016, 20:23, edited 1 time in total.

JCdestr0yer
Registered user
Posts: 13
Joined: 02 Sep 2015, 13:50

Re: Moonlight Test

Post by JCdestr0yer » 22 Aug 2016, 20:20

Sorry i don't know much about the inner workings of SS13 no 0.5 or anything if that is the case i say we wait for what the xeno players say since this effects them differently. But for the humans it is a win just so much nicer and i think it may promote more exploration rather then camping. ps i love to camp though.

User avatar
Bigchilly
Registered user
Posts: 172
Joined: 27 May 2016, 21:23

Re: Moonlight Test

Post by Bigchilly » 22 Aug 2016, 20:30

i like killing everything I can see outside, and creepiness remains in domes
| Flitz 'Rook' Waldmuller |

User avatar
TheSpoonyCroy
Registered user
Posts: 333
Joined: 07 Dec 2015, 02:11

Re: Moonlight Test

Post by TheSpoonyCroy » 22 Aug 2016, 20:34

I not playing the round but from what I can tell from observing it, is you can see everything, even in "pitch black" conditions. Lights become a luxury instead of a necessity. Its also odd due to how byond or at least the server handles lighting, this "moonlight" extends also into buildings/caves which doesn't make sense since these would be pitch black environments.

Egorkor
Registered user
Posts: 570
Joined: 10 Aug 2015, 08:23

Re: Moonlight Test

Post by Egorkor » 22 Aug 2016, 20:42

any screencaps?

User avatar
Feweh
Donor
Donor
Posts: 4870
Joined: 24 Feb 2015, 19:34
Byond: Feweh

Re: Moonlight Test

Post by Feweh » 22 Aug 2016, 20:43

Too bright

User avatar
Fiodoss
Registered user
Posts: 17
Joined: 18 Aug 2016, 13:07

Re: Moonlight Test

Post by Fiodoss » 22 Aug 2016, 20:43

Most of the aliyyym advantage is lost and boilers shine like floodlights
But it will be cool if some kind of /Moon is at the zenith now! Duck and cover!/ weather event will trigger for some time

User avatar
Polkjm
Registered user
Posts: 99
Joined: 22 Aug 2016, 20:10

Re: Moonlight Test

Post by Polkjm » 22 Aug 2016, 20:43

Egorkor wrote:any screencaps?
Caves without darkvision active: https://i.gyazo.com/4d82abb6801ea868309 ... 026986.png

User avatar
Biolock
Donor
Donor
Posts: 919
Joined: 09 Apr 2015, 16:23
Location: Boulder, Colorado
Byond: Biolock

Re: Moonlight Test

Post by Biolock » 22 Aug 2016, 20:57

Marine players are going to love it, xeno players are going to hate it.

Most importantly, it's tipped the balance too far in favor of the humans, and seriously punished the xenos who use to have a more stealthy approach to the game. All around I think the test was successful in proving that this idea a long way away from coming off the drawing board.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

User avatar
KingKire
Registered user
Posts: 893
Joined: 30 May 2016, 11:53

Re: Moonlight Test

Post by KingKire » 22 Aug 2016, 21:19

I havent experienced it yet, but judging from the screen cap, this illumination is too bright even at 1. I would say it would be a nice effect maybe for long range flares? I have more thoughts, but ill add those later
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

User avatar
Biolock
Donor
Donor
Posts: 919
Joined: 09 Apr 2015, 16:23
Location: Boulder, Colorado
Byond: Biolock

Re: Moonlight Test

Post by Biolock » 22 Aug 2016, 21:20

The final score was 70 marines to 0 xenos.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: Moonlight Test

Post by Renomaki » 22 Aug 2016, 22:11

I was commander that round.

While I didn't get to properly experience it myself, I do think that it might be better to keep darkness the way it is. A good xeno relies on stealth, and if their only source of stealth is hiding behind walls and bushes, they are going to be heavily hindered.

While it was satisfying to win as a commander and feel like my leadership helped us through, I'd like to try it again on more even ground, where the xenos have proper stealth and the marines have to play smarter instead of carelessly wandering out into the shadows.
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Moonlight Test

Post by apophis775 » 23 Aug 2016, 01:24

Well, what do we think about making the "ice map" like that outside?
ImageImage
flamecow wrote: "unga dunga me want the attachment" - average marine

Ithalan
Registered user
Posts: 37
Joined: 04 May 2016, 10:45

Re: Moonlight Test

Post by Ithalan » 23 Aug 2016, 03:18

I already find the Ice map exterior more unfavorable to xenos than the jungle map exterior due the snow restricting their movement. Combined with much of the ice map exterior being open terrain with little to none in the way LoS-blocking cover between buildings, there'd be basically no way for the xenos to maneuver stealthily out there if all of it was constantly illuminated.

It might work out if xenos didn't have their movement affected by snow in exchange, so they can refocus on fast hit and run attacks from unexpected angles where the marines would have a hard time following.

User avatar
completelynewguy
Registered user
Posts: 558
Joined: 15 May 2016, 18:17
Location: Washington, USA

Re: Moonlight Test

Post by completelynewguy » 23 Aug 2016, 04:08

I like it, but I think it's best if lighting changes in 1:30/2:00 hours.

User avatar
Biolock
Donor
Donor
Posts: 919
Joined: 09 Apr 2015, 16:23
Location: Boulder, Colorado
Byond: Biolock

Re: Moonlight Test

Post by Biolock » 23 Aug 2016, 05:33

Unless the entire concept for the "Ice Map" is to keep the infection isolated underground, I don't know that adding light to the map would support very aggressive xeno gameplay; it just further supports turtling underground.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

User avatar
EMT_321
Registered user
Posts: 104
Joined: 23 Jul 2016, 04:47

Re: Moonlight Test

Post by EMT_321 » 23 Aug 2016, 06:09

If the lighting changed at the 90/120 minute mark, it would provide a balanced counter to the likely elite/ancient hive.

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: Moonlight Test

Post by Renomaki » 23 Aug 2016, 21:09

EMT_321 wrote:If the lighting changed at the 90/120 minute mark, it would provide a balanced counter to the likely elite/ancient hive.
the passing of time would be a very interesting concept during matches. However, I don't know how easy it would be to code in, let alone the lag it might cause as every tile suddenly lights up.
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

Fritigern
Registered user
Posts: 256
Joined: 07 Jan 2016, 13:20

Re: Moonlight Test

Post by Fritigern » 24 Aug 2016, 13:27

I wasn't around for the test, but I'm against the added illumination on any map, and that's coming from a player with a marine bias. Any robust marine worth his salt would take this advantage and run with it.

Post Reply