Buff night vision

Suggestions that have been added to the game.

Moderator: ickputzdirwech

Coolthulhu
Fast Inserter
Fast Inserter
Posts: 201
Joined: Thu Apr 04, 2013 9:55 am
Contact:

Buff night vision

Post by Coolthulhu »

Night vision applies an ugly, thick green filter over the screen, activates too early, deactivates too late and doesn't improve the vision enough to warrant using it.
It is a waste of slots that doesn't just work relatively badly, but often makes it harder to notice things.
Like in many FPS games that have both night vision and flashlight, it's better to just point the cone of light at things. More - in factorio you can aim at things you can't see, revealing them in the process.

My suggestions (some are mutually exclusive):
  • Drop the filter or raise the contrast. Turrets can see in the dark - computer vision is a much harder real life problem than not-ugly night vision.
  • Make the device raise ambient light levels. Multiple visors could raise it further.
  • Make it act like a lamp with huge radius and low power. Multiple visors would be needed to see far.
  • Make the night absurdly dark, so that the ugly filter is still better than lack of it.
  • Disable aiming in the dark
  • Make it show hitboxes, turning it into more of a robocop-style computer vision assistant than night vision.
  • Make it manual, instead of having it activate long before it's needed and deactivate long after it stops.
User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12889
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Buff night vision

Post by ssilk »

Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
User avatar
EstebanLB
Fast Inserter
Fast Inserter
Posts: 103
Joined: Mon Apr 15, 2013 3:00 am
Contact:

Re: Buff night vision

Post by EstebanLB »

It could be better to have it adjustable and switchable than at a fixed timer and intensity, don't you think?
immibis
Filter Inserter
Filter Inserter
Posts: 303
Joined: Sun Mar 24, 2013 2:25 am
Contact:

Re: Buff night vision

Post by immibis »

EstebanLB wrote:It could be better to have it adjustable and switchable than at a fixed timer and intensity, don't you think?
Is there a situation where you would ever want your night vision to not work?
User avatar
EstebanLB
Fast Inserter
Fast Inserter
Posts: 103
Joined: Mon Apr 15, 2013 3:00 am
Contact:

Re: Buff night vision

Post by EstebanLB »

immibis wrote:
EstebanLB wrote:It could be better to have it adjustable and switchable than at a fixed timer and intensity, don't you think?
Is there a situation where you would ever want your night vision to not work?
When is too bright already and the auto on/off feature bothers you, like now
immibis
Filter Inserter
Filter Inserter
Posts: 303
Joined: Sun Mar 24, 2013 2:25 am
Contact:

Re: Buff night vision

Post by immibis »

EstebanLB wrote:
immibis wrote:
EstebanLB wrote:It could be better to have it adjustable and switchable than at a fixed timer and intensity, don't you think?
Is there a situation where you would ever want your night vision to not work?
When is too bright already and the auto on/off feature bothers you, like now
Then wouldn't it be better to have the brightness fixed and auto on/off adjusted, so that you can't tell the difference from

Code: Select all

game.alwaysday = true
?
Plop and run
Long Handed Inserter
Long Handed Inserter
Posts: 86
Joined: Fri Jan 31, 2014 8:47 pm
Contact:

Re: Buff night vision

Post by Plop and run »

immibis wrote:

Code: Select all

game.alwaysday = true
A late game technology to tidally lock the planet to the star.
Black blood of the factory
Post Reply

Return to “Implemented Suggestions”