Natural Selection 2

Natural Selection 2

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Creepier Atmosphere
   
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Modification: Look and Feel
Compatibility: Must be run on Server
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535.292 KB
13. dec. 2016 kl. 13:48
18. aug. 2019 kl. 12:34
221 ændringsbemærkninger ( vis )

Abonner for at downloade
Creepier Atmosphere

I 2 samlinger af Nin
Rebirth Project
19 genstande
Siege++ Collection
21 genstande
Beskrivelse
Mod ID: 30bf2431

This mod makes the NS2 game a lot creepier by starting with the power nodes off, eliminates emergency lights and adds glowing lights to some alien structures. Powered rooms are now brighter and easier to see in.

Why? Marines now need to use their (improved!) flashlight to see when they are outside of their territory. Aliens can now pinpoint where the marines are by visual clues. On the flip side, aliens are much more visible when in powered marine territory. It's now in a marine's best interest to fix the power, even in rooms without structures. The reverse is true for aliens.

Alien cysts now give off mist and light (if you have high quality lights enabled), so finding those cysts beneath infestation is much easier. You can also see the biomass of a hive based on how brightly it glows. Harvesters now dim based on their health. Hives have better glowy-things circling around them. Ragdolls for structures are re-introduced but don't worry, they won't be flying around everywhere like before...
37 kommentarer
Zatomus 13. jan. 2020 kl. 12:36 
For some reason this mod is marked as unavailable in game, I also wasn't able to get it to download on my server.
Nin  [ophavsmand] 10. maj 2019 kl. 19:42 
Well, "full darkness" in this mod is still quite visible, and marines have very good flashlights if they wish to see.
GRITO NO ** E DEDARIA 10. maj 2019 kl. 14:41 
Nice concept, probably would be interesting to give Batteries another use beyond powering sentries, IDK if you can make it, but rooms with batteries built in dont go into "full darkness", go into emergency lights when the node is down, so the marines can have a backup if the room is overan by aliens and the node goes down.
Bear 2. juli 2018 kl. 16:33 
Going forward my server will be running it. The server is called ACanadian Hive Bootcamp [Canada East]
ArcticCub 1. juni 2018 kl. 19:01 
Fantastic mod, would love to see server operators opt to include it

A suggestion for emergency lighting, maybe include emergency lighting in rooms that have a fully built command chair, having elighting turn on around the same time that the power becomes "weldable" again, and turn off if the cc is destroyed.

The purpose being to given marines a visual cue as to when it is possible to weld the power back up, and to give surviving marines an edge when defending against a base rush.
RabidHobbit 8. aug. 2017 kl. 9:09 
I thought that at first, too but actually there's a very simple explanation when you look at the nodes meshes.

These frontier stations were build with 2 power grids in preparation of alien invasion. There is the standard grid which is regulated to power lighting and the everyday equipment of the station.

Then there is the military grid which isn't regulated and allows for far more power to be drawn. The downside is that miltary grade power node transformers are constructed to join the power access lines, creating exposed weak points into the grid.

Aliens are intelligent but they aren't intelligent enough to know how to dig into a facilities electrical grid and dsiable the entire thing. However they have learned that destroying these military power nodes breaks the power to the given section.

TBH I thought this explanation was already the case from the get go, given the way these nodes work to begin with.
Nin  [ophavsmand] 8. aug. 2017 kl. 8:09 
People are free to make their own version that does that, but I specifically started this project because it didn't make sense that rooms have their lights on without power. I honestly believe that this does not significantly impact balance, and the data backs it up (see the graph above).
RabidHobbit 8. aug. 2017 kl. 7:59 
Question: if players deem it to be imbalanced would you consider an alternate version? You could have a more balanced risk/reward for both sides if power was on everywhere by default, but once marines place a power node, aliens can destroy them to turn off power until repaired. Thus marines are punished for overextending but if they play cautiously they can keep the power on from the start.
Nin  [ophavsmand] 5. aug. 2017 kl. 9:47 
This mod is running on both Nin's Mod Box and Siege++!
Nin  [ophavsmand] 21. maj 2017 kl. 18:47 
A few server admins have tried. Data was collected and win rates remained the same - but players think it's imbalanced. And it's up to the players in the end.