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Poison Mines

Started by Westfall, April 04, 2008, 03:28:14 AM

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Should Poison Mines stay or be removed in PS

Poison Mines should stay
23 (82.1%)
Poison Mines should be removed
3 (10.7%)
More discussion needs to take place before it can be determined
2 (7.1%)

Total Members Voted: 27

Voting closed: April 18, 2008, 03:28:14 AM

Ion.67

I know it is ridicules, but you want to test everything. It just doesn't work like that. I agree, making it invisible is stupid, but we shouldn't test the inferior option.

Farley4Fan

Why even have the laser on the laser/poison mine if you can't see the laser?  No point.

Gawain

papa, i don't want it to be completely invisible. making navigation hard in any vision mode is also a very very bad idea.
what if the laser visibility becomes that low that you can only see it from 3m distance with tv if you look carefully? this way you have to run around with thermal vision to be save from running into poison mines and spytraps and not just switch it on for like 1s when entering a new room...

BurningDeath

Quote from: Rambo on April 22, 2008, 01:50:05 PM
papa, i don't want it to be completely invisible. making navigation hard in any vision mode is also a very very bad idea.
what if the laser visibility becomes that low that you can only see it from 3m distance with tv if you look carefully? this way you have to run around with thermal vision to be save from running into poison mines and spytraps and not just switch it on for like 1s when entering a new room...
Make it 5m and I'm totally with you on this!

Farley4Fan

Me too.  Misinterpreted your invisible laser post.  I think it's a good suggestion.

Ion.67

I don't think it is a good idea. Maybe make all lasers have a certain, bigger range, but I still think making it harder to move around in thermal would be better. I can see the surrounding level absolutely perfect in CT.

Farley4Fan

That's a problem.  You can run around, see through smoke/walls to see mercs, see gadgets/lasers/defenses, and it's all at a basically unlimited range.  I've had a conversation about this with Vega some time ago.  All the first capabilities of it are totally fine except for the fact that it makes night vision absolutely useless and that it has an unlimited range to it.  Taking away a good amount of the range would fix that.  Unless you look through binoculars as a spy I don't think you should be able to see anything from far away with thermal vision.  I say give it a radius of 30 feet, the spy being the center ofc.

Gawain

the only problem with tv is that it's too easy to see lasers/mines/etc in long range.

Ion.67

Quote from: Rambo on April 23, 2008, 09:03:04 AM
the only problem with tv is that it's too easy to see lasers/mines/etc in long range.

That is the only point to it. The problem I see with it is that you can run around the level, clearly seeing everything in the room, making it very easy to navigate.

Gawain

it should be easy to navigate with any vision.

Farley4Fan

If that is true, then there clearly should be no night vision at all because Thermal Vision is superior in just about every way.

Westfall

Quote from: Papa Skull on April 24, 2008, 12:49:53 AM
If that is true, then there clearly should be no night vision at all because Thermal Vision is superior in just about every way.

Thermal is only superior if you know the map to a "T". Otherwise, NV shows excess amounts of things that you may not catch with either Thermal or Regular vision.

Gawain

i use nv quite a lot, it's just comfortable for my eyes in dark areas.

Farley4Fan

^ That's true, but it serves no real purpose that the TV can't do.  It lights up the geometry to the point where you can navigate in the dark with it on.  Although Night Vision may do that to a higher extent it also doesn't light up mines/lasers/gadgets/mercs.

Gawain