More brightness to flares

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Whiteshark
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More brightness to flares

Post by Whiteshark » 28 Nov 2015, 14:16

Flares are too dim atm to light up areas. Make proper magnesium flares that make you half blind when you stare at them for long enough. Also, I don't know what the homer messing feature is, but I haven't seen it affect the gameplay and I don't think it is that important feature anyways.

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Poxy
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Re: More brightness to flares

Post by Poxy » 28 Nov 2015, 21:38

Woah. That might be cool. Make flares into a "flash missile" sort of thing? But maybe a bit less flashy, and a bit more, "The longer you look at them, the more blind you get"?

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DuderSeb
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Re: More brightness to flares

Post by DuderSeb » 29 Nov 2015, 01:40

Or "Tactical Headlamps" on the ships? Batttlefield-style... hmmm? :P
Headlamps.jpg
These "countermeasures" is something I'm keen on experimenting with in UE4 as we can handle optical effects so much easier there.
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InVader
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Re: More brightness to flares

Post by InVader » 30 Nov 2015, 14:29

Whiteshark wrote:Flares are too dim atm to light up areas. Make proper magnesium flares that make you half blind when you stare at them for long enough. Also, I don't know what the homer messing feature is, but I haven't seen it affect the gameplay and I don't think it is that important feature anyways.
I second this. Flares should light up the room a bit more.

Btw. that reminded me on the 1st secret level of Descent. The huge room with 2 teleports/spawners. Complete darkness.

Whiteshark
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Re: More brightness to flares

Post by Whiteshark » 01 Dec 2015, 14:34

Make flares chargeable :D Short charge is for door opening, while a well charged flare can lit a big dark room. Like why not?

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1/2Hawk
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Re: More brightness to flares

Post by 1/2Hawk » 02 Dec 2015, 23:30

That's actually a very interesting idea... hrmm
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