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Illumination Shell Module?


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Poll: Illumination shell? (13 member(s) have cast votes)

Do you think the shell is a good idea?

  1. yes (8 votes [61.54%] - View)

    Percentage of vote: 61.54%

  2. no (1 votes [7.69%] - View)

    Percentage of vote: 7.69%

  3. yes, but with modifications (4 votes [30.77%] - View)

    Percentage of vote: 30.77%

If selected choice 3, what modification would you prefer?

  1. range (5 votes [33.33%] - View)

    Percentage of vote: 33.33%

  2. time (2 votes [13.33%] - View)

    Percentage of vote: 13.33%

  3. both (3 votes [20.00%] - View)

    Percentage of vote: 20.00%

  4. other (explain) (5 votes [33.33%] - View)

    Percentage of vote: 33.33%

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#1 TuntematonSika

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Posted 15 October 2014 - 08:22 AM

title says it all. The idea would be a mech module that would fire a mortar shell about to the same height as a UAV and would illuminate a certain area (about 180m maybe) and have a time span of 45 seconds. could cost about 10,000 C-bills.

The idea is to help in night maps where visibility is near zero, preferably in brawling range. This would be mostly balanced as both teams will see each other easily.

Opinions?

#2 Burktross

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Posted 15 October 2014 - 11:04 AM

What I'd really like to see is it attaching to mechs like a NARC almost-- highlighting important targets.
Either way, neutral leaning towards positive.

#3 DarkAlman

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Posted 15 October 2014 - 11:38 AM

I think module wise a mech should just have a paraflare launcher.



Or a spot light for the matter, mechs like the Warhammer and Guillotine actually had those.

#4 Trashhead

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Posted 15 October 2014 - 12:35 PM

I think DarkAlman's has a point.

I'd say make it a paraflare-launcher-module (maybe more then one charge).

Also the Flare should start rather high, and - as it is dangling below a small parachute - descent slowly, before it burn's out.
(Although maybe it could still burn after it has landed for a few seconds.)

Good idea, needs some testing in order to see how well it would fit into the game.


On the other hand a searchlight might be a nice addition to the game as well. ;)

#5 Kalimaster

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Posted 15 October 2014 - 12:52 PM

I can see this two ways. One a flare that Mechs would carry, say up to four per launcher. By pressing the number key 8 or 9, one would launch. The system would have to be a build in option to a Mech that confers no weight. On the other hand, a module just like an Air Strike would be nice. Heck. Why no both.

But for the build in system, you would have to buy the reloads.

#6 TuntematonSika

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Posted 16 October 2014 - 02:22 AM

View PostDarkAlman, on 15 October 2014 - 11:38 AM, said:

I think module wise a mech should just have a paraflare launcher.



Or a spot light for the matter, mechs like the Warhammer and Guillotine actually had those.


something exactly like that.

#7 9erRed

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Posted 16 October 2014 - 07:01 AM

Greetings all,

Appling additional light sources from a parachute flare may be a little much for some of the gameplay we have now.

- Add in that there could be as many as 24 in the air at some time, and we get issues with the engine and net traffic.
- Creating the multiple shadows and changing sources can be problematic.
- All a great idea but it should be a limited item that should not be spammed.

CryEngine can do the required visual effects, but this needs to be on a limited scale.

9erRed

#8 Eddrick

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Posted 17 October 2014 - 06:02 AM

That would be a flare.

I think this would be a candidate for a Consumable Module. Like, the UAV is.

#9 TuntematonSika

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Posted 19 October 2014 - 09:08 AM

View PostEddrick, on 17 October 2014 - 06:02 AM, said:

That would be a flare.

I think this would be a candidate for a Consumable Module. Like, the UAV is.



That's pretty much what we're discussing here ;P

#10 Durant Carlyle

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Posted 19 October 2014 - 10:34 AM

Isn't this why every 'Mech has night vision and heat vision? Different environments are supposed to be challenging, which is why night vision and heat vision don't just turn night into day.

#11 ManDaisy

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Posted 20 October 2014 - 11:37 AM

Dynamic gameplay. If you run around with green screen, then suddenly you have to turn it off.

Edited by ManDaisy, 20 October 2014 - 11:39 AM.


#12 9erRed

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Posted 20 October 2014 - 12:42 PM

Greetings all,

Reference the video,

Those are hand launched paraflares, rather small in comparison to the size that a Mech would mount.
- Probably something closer to Arty Illumination, and those are much brighter and stay up a lot longer.

Most noticeable effect of the Arty flares are they sway while they are descending and this causes all shadows to move around.
- Somewhat disorientating if your moving on foot, but 'normally you have other things on your mind at that time.
- For the large illumination light sources, it should light up the entire location enough to see distant Mech's moving.

If something like this was to be brought into the game, it would need to be 'forward' launched, not directly overhead.
- As that would be ineffective to light up the Enemies movement.

Within the game engine, it can produce some different location light source's, but there may be issues with many instances of these light sources.
- We see some 'issues' from some players on the new map Mining Collective, this may indeed be light source related. (additional load rendering all the different lights?)
- Perhaps this 'Illumination feature' (if it's used) should be restricted to a roll class Mech for use?
- Just to stop the 'spamming' of multiple Flares.

9erRed

Edited by 9erRed, 22 October 2014 - 11:57 AM.






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