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Magnetometer Vision


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#1 Gryphorim

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Posted 15 June 2016 - 02:56 AM

If this ever got brought in, and you magically got to determine it's function and appearance, how would it look/work?

Ideas I've heard are:

A false colour overlay, bringing back "bluevision" with areas of thick metal appearing as red and thin metals as green, and environment generally as blue. This would highlight weakened areas of mechs without needing lock-on. Basically in the spirit of Enhanced Optical from MW2

Alternately, world presented in monochrome, but mechs would generate coloured auras, representing rough position, and ECM would shine brightly.

In both cases, the drawback would be poor resolution and practical viewing range.

Any other ideas on how this would work?

#2 Davers

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Posted 15 June 2016 - 08:08 AM

I would have greatly preferred that PGI had not made alternate vision modes, then added features like day/night cycle to force players to use them. I think all these monochrome vision modes destroys all the attractive visuals of the game and adds nothing but frustration to the gameplay.

#3 Afuldan McKronik

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Posted 16 June 2016 - 07:20 AM

Too bad there is only a few mechs that had Searchlights. Warhammer and Orion are the only two I can think of right now.

Would be great for blinding people in nightvision mode.

#4 MoonUnitBeta

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Posted 16 June 2016 - 07:38 AM

I can’t think of any reason why we’d need this vision except to see things in a pretty vision.

But I’ll vouch for a “Riddick” vision type of deal.

Posted Image

Mainly for the purple/over glow. Even though it’s a night vision thing in the movies, it’d be cool I guess if it was tweaked to highlight metallic things in a short-range. Thinner / less metal is brighter, and thus mechs that have worn components, they will shimmer. I think this would be a pretty neat vision as light mechs will inherently be brighter than heavier mechs, and it would act as a quick way to visually check nearby mechs current overall health. Kind of like a "Paper-doll" vision mode, so to speak.

Posted Image

As always though, there should be a weakness for every vision. Aside from the short range of this vision mode, in places that are mostly metal (HPG, Mining collective) it would pretty much be useless as most of the noise from all the other metal objects obscure your vision.

Posted Image

Edited by MoonUnitBeta, 16 June 2016 - 08:05 AM.


#5 Cementi

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Posted 16 June 2016 - 08:33 AM

View PostDavers, on 15 June 2016 - 08:08 AM, said:

I would have greatly preferred that PGI had not made alternate vision modes, then added features like day/night cycle to force players to use them. I think all these monochrome vision modes destroys all the attractive visuals of the game and adds nothing but frustration to the gameplay.


This to infinity.

#6 Big Bertha 00

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Posted 16 June 2016 - 10:00 AM

Is it frustrating sometimes? Sure. But it adds depth and variety.

Worth it, IMO.

#7 Tordin

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Posted 16 June 2016 - 10:17 AM

Posted Image

#8 Davers

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Posted 16 June 2016 - 02:38 PM

View PostBig Bertha 00, on 16 June 2016 - 10:00 AM, said:

Is it frustrating sometimes? Sure. But it adds depth and variety.

Worth it, IMO.


Punishing players with vision problems, now known as "depth and variety".



#9 Moldur

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Posted 16 June 2016 - 02:48 PM

View PostDavers, on 15 June 2016 - 08:08 AM, said:

I would have greatly preferred that PGI had not made alternate vision modes, then added features like day/night cycle to force players to use them. I think all these monochrome vision modes destroys all the attractive visuals of the game and adds nothing but frustration to the gameplay.


Posted Image

Hoo ha hoo, swish swish swish. You like that? You like that? Oh hell yeah, 15 minute next gen day night cycles.

#10 Big Bertha 00

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Posted 17 June 2016 - 09:37 AM

View PostDavers, on 16 June 2016 - 02:38 PM, said:

Punishing players with vision problems, now known as "depth and variety".

Maybe we should just play when it's sunny and 80 degrees F.

Edited by Big Bertha 00, 17 June 2016 - 09:42 AM.






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