Quote from: Limdood on June 20, 2017, 02:00:31 PM.
darkness effect was removed for balance.
It was INSANELY easy to simply roof your base and a couple tiles out so your pawns always fought in cover and in darkness. The enemy pawns were in the open, and with the tiniest bit of extra effort, you could install lights in the base entrances so even at night you'd be crazily advantaged in combat.
If you add night vision gear and bring back the darkness effect, then you bring back the unbalance. Everyone wouldn't have night vision gear, and the people that do would only make the unbalance worse, due to an influx of (likely very valuable) high tech gear.
I don't really see the issue with that, to be honest. If that logic is to be followed, why not disallow sandbags, as you can use them to your advantage in combat if you plan your base well (surrounding turrets with them, for example)? Or strategically placed walls? Or using a dumping stockpile filled with stone chunks to impede an attacker's ability to quickly get close to your defenders or turrets?
The only way there can actually be the sort of balance this seems to imply is desired would be to remove the ability to build anything that could potentially be used for defense, and force the player to meet raiders in a completely empty field and fight there. And then remove the player's ability to give directions to the pawns, as the player's skill would unbalance things in their favor.
Instead, why not leave that mechanic in, and give the AI the ability to shoot or otherwise destroy the lamps, or increase the reload time on weapons when doing so in the dark? And give some AI bases the same sort of lighting arrangement, when the player goes to raid them. That is, improve the balance by adding realism, and turning intelligent planning back on the players, instead of by stripping out parts of the game and the player's ability to strategize.