Shooting through different light levels?

Started by Railgun Convention, October 07, 2014, 01:13:42 PM

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Railgun Convention

Does lighting up a target make it easier to hit, even if the shooter is in darkness? What effect, if any, does lighting up the shooter have?

I'm wondering if you can make a killbox with sunlamps at the entrance side, to make attackers much easier to hit, whilst keeping the shooters in darkness and making them harder to hit.

Rahjital

Only darkness provides a modifier to accuracy, bright light does nothing. You can keep your own pawns in shadow without them losing any accuracy, though.

StorymasterQ

By that logic, at best lighting removes the accuracy penalty, so having lights by the door may not make raiders easier to hit, but at least it won't make it harder either.
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Damien Hart

Yeah, only the light level of the target's cell is important. StorymasterQ is right, it doesn't make it easier, it just cancels out the accuracy penalty.

Building roofs over your colonists' defensive positions gives them an advantage through the day, and building lights where your enemy will be standing gives you an advantage at night.

Teovald

It would be very nice to have a strong darkness modifier, making it hard to hit anything during the night,  but with many modifiers :
-Night googles, bionic eyes and even a specific 'race' like assassin could negate/weather light variations. 
-automatic light sources that estinguish themselves around your colonists but light up when an attacker is nearby. 
-throwable torches / glow stick applying the same bonuses. 

Of course, a raider would be very hard to detect if he snipes at your colony during the night.

I am not sure the current light system could support this though :(

Wex

Quote from: Teovald on October 09, 2014, 07:33:48 AM
It would be very nice to have a strong darkness modifier, making it hard to hit anything during the night,  but with many modifiers :
-Night googles, bionic eyes and even a specific 'race' like assassin could negate/weather light variations. 
-automatic light sources that estinguish themselves around your colonists but light up when an attacker is nearby. 
-throwable torches / glow stick applying the same bonuses. 

Of course, a raider would be very hard to detect if he snipes at your colony during the night.

I am not sure the current light system could support this though :(
We could also have a trait that cancels out the penalty for darkness.
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Damien Hart

Quote from: Wex on October 09, 2014, 09:28:36 AM
Quote from: Teovald on October 09, 2014, 07:33:48 AM
It would be very nice to have a strong darkness modifier, making it hard to hit anything during the night,  but with many modifiers :
-Night googles, bionic eyes and even a specific 'race' like assassin could negate/weather light variations. 
-automatic light sources that estinguish themselves around your colonists but light up when an attacker is nearby. 
-throwable torches / glow stick applying the same bonuses. 

Of course, a raider would be very hard to detect if he snipes at your colony during the night.

I am not sure the current light system could support this though :(
We could also have a trait that cancels out the penalty for darkness.

It would probably be more fitting if it were a racial thing - caveworlders, for example, being adapted to being underground all the time, could have developed (whether naturally or otherwise) excellent low-light vision.

Wex

We could also have genetically enhanced humans. Or people so used to darkness to have the opposite modifier; bonus for darkness and malus for light.
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison