Aliens' sensing of alive mobs

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Jeser
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Aliens' sensing of alive mobs

Post by Jeser » 29 Oct 2016, 17:21

Summary (a quick, 2-3 sentence summary): Make mobs, that aliens don't see directly, appear as, let's say, sprite of static. Also, making all marines to be shown as "Unknown".

Benefits (How this will benefit the server and game as a whole): Stop aliens from knowing how this exact marine behind the wall is called (which helps to understand level of robustness of said marine) and what weapon does he have. Less meta.

Details (Description of how you think this would work, the benefits, etc): So, if marine in clear line of sight, you see him as usual. But if he is not in clear line of sight, you will see only silhouette.

Makes alien vision a bit more fair. Stops meta of being targeted because of your robust/unrobustness.

Also, from what I saw, many marines including me were, so called, "meta-aimed". It's when there are two of you and two xenos are going for you, instead of some baldie next to you, because they know, you are more dangerous, than he is.

Implementation (Optional, if you have an idea how to implement it): Not easy coding, I can guess.

For people, who will say "Use random name." Why the fuck should I? We are repeating all the same day, just with different choices. But IT IS THE SAME PLATOON, SAME PEOPLE, mostly. Many marines have authority and respect from others, because they are competent, and they want to keep this. Aliens, on the other hand, shouldn't know and recognize marines.

Update
TG has one feature for it's drones - they see every alive creatures as static silhouettes with unknown name. TG has it which means it's not impossible.

So, adjustment to original idea:
  1. Make all humans /and predators viewed as nonamed silhouettes. No matter if they are behind a wall or not.
  2. Test this feature.
  3. Since it will be too punishing for aliens, try to modify code to work with line of sight as was intended from the beginning.
Last edited by Jeser on 11 Apr 2017, 11:10, edited 4 times in total.
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Surrealistik
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Re: Aliens sensing of alive mobs

Post by Surrealistik » 29 Oct 2016, 18:15

+1. If this is possible it should be done; Aliens should not be able to know/meta what weapon a marine has, or whether a survivor is or is not a marine or field surgeon, etc.
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Re: Aliens sensing of alive mobs

Post by Bigchilly » 30 Oct 2016, 15:45

+1, I don't know why this hasnt been suggested, i know default SS13 has this for the mini robot drones. Completely would end any sort of meta which is great I guess, for naming aliens should see the marines as "Human 1", "Human 1644315", etc.
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Re: Aliens sensing of alive mobs

Post by Doc » 02 Nov 2016, 14:02

+1 as well. Xenos being able to sense the presence of a human is reasonable, but being able to sense their presence, their exact loadout, their job, and their health status (only visible health, yes, but this is through potentially several walls- kind of silly) is definitely not as reasonable. It may be assisted by game mechanics, but it certainly seems like metagaming- and definitely IS metagaming when xenos target or pass up targets based on previous experience. This would cause the xenos to err on the side of caution, promoting more team play and stalking, predatory gameplay you want from the xenos- as opposed to going in and rushing marines based on information that is either straight up meta, or unreasonably granted by the all-seeing eye of X-Ray vision.

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Re: Aliens sensing of alive mobs

Post by TopHatPenguin » 02 Nov 2016, 14:07

If it's possible +1 as this would hopefully reduce the meta targetting to only in the open which would be nice, instead of ambushes being made just for the meta target to come outside.
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Re: Aliens sensing of alive mobs

Post by forwardslashN » 02 Nov 2016, 14:50

I thought about this, but I'm not sure how to make it happen efficiently. What I had in mind earlier may not work, though I would need to run some test to confirm.
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Re: Aliens sensing of alive mobs

Post by Aeleto » 02 Nov 2016, 17:26

Where is the fun of heading straight to a SADAR user and getting blown to bits?

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Re: Aliens sensing of alive mobs

Post by Heckenshutze » 02 Nov 2016, 19:28

All the +1's
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Re: Aliens sensing of alive mobs

Post by Surrealistik » 02 Nov 2016, 19:33

Aeleto wrote:Where is the fun of heading straight to a SADAR user and getting blown to bits?
Pound the Xeno until it quits; doesn't work? Blow to bits.
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Re: Aliens sensing of alive mobs

Post by Abbysynth » 03 Nov 2016, 09:57

I tried this at one point as well and couldn't get it to work without it lagging everything to hell. With 100+ players? Uuuuuuurgh.

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Re: Aliens sensing of alive mobs

Post by Wubs4Scrubs » 07 Apr 2017, 19:10

I'd be down for a one or two day test regarding this update, a change this substantial would be very hard to code and would likely change up the game in many small ways.
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Re: Aliens sensing of alive mobs

Post by Desolane900 » 08 Apr 2017, 18:26

Could be done by just adjusting how thermal vision works. +1 though this could be a serious pain in the ass for this old baycode.
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Re: Aliens sensing of alive mobs

Post by TheMaskedMan2 » 09 Apr 2017, 01:28

It's a neat idea but I'm not sure how it would work. Sort of general +1

but only if it's done right. I like the idea though.
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Re: Aliens sensing of alive mobs

Post by Jeser » 10 Apr 2017, 10:05

Well, I made a small update. Maybe it will be easier to make it this way.
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