Flood Lights On 'mechs
#21
Posted 31 January 2014 - 04:03 PM
There's definitely times I'd cheerfully flip one on.
#22
Posted 31 January 2014 - 05:20 PM
Yes there should be a "key" to turn on night /low light beams. And I am sure there are/should be standard night obstacle avoidance lights on all Mech's, for use in non tactical environments. (I could sure use one in the tunnel on forest colony.)
- And as with all image devices, there needs to be a "gain" dial for the amount of contrast, that alone would satisfy most players that say the image is too bright. (just turn down the intensity)
- I wouldn't want to go button crazy and ask for a "hot" white/black switch for thermal as it's not that bad when used at night. But for daylight use, you would normally switch the hot to black.
As a note, true real life night vision (image intensifiers) can be "over saturated" and shut down for a short time, even with nearly instant shutters, still happens. And technically just firing those huge guns is enough to have the system "blink" during the actual fire sequence. The current real life "next generation" Gen5Mod has the ability to render night images in colour, so the all green we see in game now could be a thing of the past. [ though you will loose some distance on the colour field of depth.]
Tactically during night battles, switching the light on could be a tactical advantage if you close with an enemy Mech that is using "night vision", temporarily blind them for maybe just the amount of time you need to move and fire. Before the advent of thermal, and night vision, most real tanks actually had "unbelievably bright" Arc/spot lights for night combat. With a range of about 1.5Km pin point beam, bright enough that even during the day if one was trained on you from about 800mtrs you suddenly got very hot. And if you made the mistake of looking at the light, were blinded for a few seconds. Try making out the outline of a truck that has it's high beams aimed right at you, not going to happen.
Just some thoughts,
9erRed
Edited by 9erRed, 03 February 2014 - 01:02 AM.
#23
Posted 01 February 2014 - 12:33 PM
#25
Posted 03 February 2014 - 02:45 AM
Nothing says COME AT ME BRO like flood lights.
#26
Posted 13 February 2014 - 03:22 PM
Video set to skip to 0:23 where the action starts but actually worth watching every second
I simply love this movie.
#27
Posted 14 February 2014 - 04:29 AM
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'Mech sized searchlights are indeed .5 tons in TT, but don't need to be head-mounted only.
Just give them a weapons group option when installed so you flip them on/off as needed (and give TAG the same "always on" toggle ability as well.)
#28
Posted 14 February 2014 - 06:43 AM
It could very well be impossible to add that feature at all.
#30
Posted 14 February 2014 - 12:59 PM
Not to mention Flood lights are Standard on MOST mechs not ALL mechs.
However having the Cone of Illumination be shared among all the players could create player side problems.
But, it is an opportunity to make Mech Chasis even More Unique.
Edited by Timuroslav, 14 February 2014 - 01:04 PM.
#31
Posted 16 February 2014 - 02:51 PM
wanderer, on 14 February 2014 - 04:29 AM, said:
Almost, the first one's free:
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And these aren't some piddly little hand-held torches:
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wanderer, on 14 February 2014 - 04:29 AM, said:
Agreed.
Edited by stjobe, 16 February 2014 - 02:51 PM.
#32
Posted 16 February 2014 - 04:36 PM
We probably won't get the first two - but even just for the Guillotine it'd be worth it.
#33
Posted 17 February 2014 - 04:09 PM
#34
Posted 17 February 2014 - 08:33 PM
#35
Posted 05 July 2014 - 05:02 PM
The engine already has all the tools they need to add player-mounted light sources. Add in a few more night maps, maybe a foggy cliff-side map... Come on PGI, let's play with some light!
#36
Posted 05 July 2014 - 05:11 PM
For a con quite simply they are BRIGHT, directional sources of light warning everyone of where you are and which way you are looking at.
#37
Posted 06 July 2014 - 02:49 AM
If it weren't for the engine constraints, this would be a great addition.
#38
Posted 06 July 2014 - 03:17 AM
Exilyth, on 06 July 2014 - 02:49 AM, said:
If it weren't for the engine constraints, this would be a great addition.
Er, didn't read the thread did you? I linked to Sarna in post #31 above
Edited by stjobe, 06 July 2014 - 05:53 AM.
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