Lighting should be more important

Started by SpaceDrunk, April 30, 2015, 06:22:36 PM

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SpaceDrunk

Ever since I started playing in A7, I've always found it odd that lights were not necessary for colonists to work effectively. In fact, in my very first game I think I built lights all over the place because I assumed that would be the case.

I know that there is a mood debuff, and that in the current version, mood is linked with global work speed, but honestly the effect of darkness is not that significant. Personally, I think it would make more sense if colonists flat out couldn't work in darkness, but if that seems too harsh, then I think there should at least be something like a -50% work penalty.

userfredle

Great Light idea, makes events more interesting that cut out your power, and its not like you need light at the very beginning of a game anyway, no ones crafting anything or doing anything at night.

HOWEVER i do see a problem with doing stuff at night, do we want the same thing? so our miners cant see shit, or are the 12 moons bright enough to light up the outside just not the inside

Kaballah

I'm surprised it doesn't already work that way, but yeah a work speed/movement penalty when your colonist cannot see seems very reasonable.

Veyda

#3
Quote from: userfredle on April 30, 2015, 08:18:43 PM
HOWEVER i do see a problem with doing stuff at night, do we want the same thing? so our miners cant see shit, or are the 12 moons bright enough to light up the outside just not the inside

Equippable (or buildable) torches crafted out of wood and cloth should solve this early-game conundrum.

I wholly support the original notion. 0% lit = absolute darkness = can't see sh*t = can't work.

EDIT: If there is no cloth in the original landing party, there should be a way to rip clothing into pieces of cloth.

Negocromn

Quote from: Veyda on May 01, 2015, 12:53:10 PM
Quote from: userfredle on April 30, 2015, 08:18:43 PM
HOWEVER i do see a problem with doing stuff at night, do we want the same thing? so our miners cant see shit, or are the 12 moons bright enough to light up the outside just not the inside

Equippable (or buildable) torches crafted out of wood and cloth should solve this early-game conundrum.

I wholly support the original notion. 0% lit = absolute darkness = can't see sh*t = can't work.

EDIT: If there is no cloth in the original landing party, there should be a way to rip clothing into pieces of cloth.

Jeez man, that's way too complicated, I don't even understand what do you guys expect when you suggest shit like this.

SpaceDrunk

Quote from: userfredle on April 30, 2015, 08:18:43 PM
HOWEVER i do see a problem with doing stuff at night, do we want the same thing? so our miners cant see shit, or are the 12 moons bright enough to light up the outside just not the inside

Yeah, I was thinking about this myself. There's a mod that adds mining helmets that could incorporated into the base game. I'd make it so that they only light up the area the colonist is working on, so as not to give a benefit to anyone else as regular lights would.

userfredle

This lighting idea could easily be accomplished by simply adding a temporary health debuff that hinders sight, That way its not a global work fuck, but only affects things that require sight

Veyda

Quote from: Negocromn on May 01, 2015, 01:37:55 PM
Jeez man, that's way too complicated, I don't even understand what do you guys expect when you suggest shit like this.

I can understand how it may seem complicated compared to what we have now, mostly because the game is still in early Alpha and many of the core mechanics are yet to be implemented. However, that doesn't mean that the way the game is right now (detailed in some aspects, like Health and Needs, and oversimplified in others) is how it should be.

Quote from: userfredle on May 01, 2015, 08:47:23 PM
This lighting idea could easily be accomplished by simply adding a temporary health debuff that hinders sight, That way its not a global work fuck, but only affects things that require sight

Bingo! This right here could be a decent compromise that I'd personally agree with.

b0rsuk

You don't even need a torch, a campfire illuminates and lasts 3 days.

Tynan

That's a great thought, I'll definitely write it on my todo. Thanks!
Tynan Sylvester - @TynanSylvester - Tynan's Blog

TSO

This would open up possibilities for non electric light sources... or maybe having teams of colonists do mining... 1 lighting/transporting 1 digging... hmm well the first part is easy enough =p

Night vision colonists

Veyda

#11
Quote from: TSO on May 04, 2015, 05:38:58 PM
Night vision colonists

Of course, can't forget traits:
'Cat Eyes' - colonist can see better than average in the dark,
'Nyctalopia' (or whatever the colloquialism for it is) - colonist sees worse than average in the dark. (Several degrees of severity?)

EDIT: Bionic eyes should probably forgo the darkness penalty altogether.

userfredle

Quote from: Veyda on May 04, 2015, 07:44:38 PM
Quote from: TSO on May 04, 2015, 05:38:58 PM
Night vision colonists

'Nyctalopia' (or whatever the colloquialism for it is) - colonist sees worse than average in the dark. (Several degrees of severity?)


Traits would be cool, but i think nyctalopia could just be cataracts, and people with old eyes wont see as well in the dark like IRL

Kegereneku

Quote from: Veyda on May 04, 2015, 07:44:38 PM
EDIT: Bionic eyes should probably forgo the darkness penalty altogether.

Good one, I was going to suggest it.
"Sam Starfall joined your colony"
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Hazard

I like the idear... you could even drive it on a bit with the 'colored' lights...
As much as i know Red makes more Aggressive, Blue Calms down and Green is for... well whatever ^^
Even if thats a myth it could be cool ^^
Making a Prison clad in blue light would keep the Prisoners calm.. or you turn it red and watch the fights hehee ^^