Night combat_
#161
Posted May 26 2013 - 11:39 PM
#162
Posted May 30 2013 - 04:04 PM
David Webster, E company, Holland, 1945
#163
Posted May 30 2013 - 04:06 PM
Quantum_NADE, on May 26 2013 - 11:39 PM, said:
This game feels nothing like BF3, what in the name of montezuma are you talking about_!
David Webster, E company, Holland, 1945
#164
Posted May 31 2013 - 10:22 PM
#166
Posted June 01 2013 - 01:53 AM
*Small mech darts around in the dark with floodlights on, then sees a mech in the distance, turn off floodlights, proceed to ambush from the darkness*
#167
Posted June 04 2013 - 01:00 AM
#168
Posted June 20 2013 - 03:13 PM
IIRC, there's one of the corridors in Origin in which you can't see anything. Some few visual helpers here and there would be much appreciated in there.
Do you know what am I talking about here_
.
"The difference between theory and practice is smaller in theory than it is in practice"
#169
Posted August 18 2013 - 02:43 AM
#171
Posted August 18 2013 - 06:56 AM
#172
Posted January 25 2014 - 10:48 PM
How about the following inclusions;
1) Additional Lights; In selected areas Street Lighting / Buidling Lighting *for partial night lighting and some broken flashing light
2) Different cones of light beam according to Mech Type class ie wide but short for Heavy, narrow but long for light Mechs
3) Burning dead mechs create light temporarily
4) Frequency; how about as part of the cycle like in War Thunder whereby on map in 10-20 cycles becomes Night randomly so it becomes a unique difference rather than a chosen map.
5) Lighting storm creating temporary lightup of map
#173
Posted January 26 2014 - 06:13 AM
Edited by UncleBlitz, January 26 2014 - 06:14 AM.
#174
Posted January 30 2014 - 01:03 PM
GRFS has a good prestart set up
#175
Posted March 09 2014 - 10:47 AM
ie some mechs could have night/thermal vi while others old have lights which can be toggled ut they would need them to see
#176
Posted March 21 2014 - 06:51 AM
#177
Posted March 22 2014 - 07:20 PM
Pred and Infil will enjoy the dark more too. Looking out for that stalker, Lol
Just like with snow, I like when they change the environment. Even if it's just one map they night time on. At least see how we like it.
#178
Posted March 22 2014 - 07:56 PM
this idea could make new gameplay elements like night-vision possible, or an item that generates a light-source, this could make scouts be walking flash-lights in trade for some firepower (like its secondary weapon becomes a flash-light that you can toggle on and off, and its secondary simply fires a short burst of electricity to causes an EMP effect to the target, but the weapon idea is better off in another section of the forum so im not going too far into detail about it, as its not related enough to the current topic
Targets Found: Activating Weapon Systems
Weapon Systems: Online
Weapon Systems: Calibrated
Prepare for Combat
#179
Posted April 08 2014 - 05:54 AM
Not so sure how easy it would be to go from day to night in UDK, however. In UDK 3 the light maps are baked into the scene. Night and day would have different kinds of shadows. The light maps would be different. Should be possible if they later switch to UDK 4, however, as that is supposed to have some sort of real-time lighting built into it. Haven't really looked into it though.
All in all, it would be atmospheric to say the least.
#180
Posted April 10 2014 - 08:47 AM
Predator Rules
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