Introduction
There’s literally only one other post on this topic, and since I’m long overdue for a good suggestion I felt that it would probably be a good idea to address night vision. Also, I stole this format from @GreatHeroJ so apologies in advance. Also also, text wall ahead, so prepare for some reading. Enjoy the post.
Contents
1) Turning Nightvision On and Off
Toggling Nightvision
Given that the majority of nightvision comes in the form of goggles I felt the need to address this first, despite the fact that this is a pretty small detail in the grand scheme of things. I, for one, really dislike the current system in 3.0 where the player can have NVGs permanently equipped and can simply turn them on and off. I feel that this is both stupid and clunky as there is no feasible way one can have two tubes in front of their eyes all day and not have eye strain.
My suggestion for this is that instead of having the player keeping the goggles actually in front of their eyes all day, toggling nightvision actually plays a short animation in which the player actually brings the nightvision device up or down on the head mount. Alternatively, certain devices should not be toggleable at all and should require the player to equip and unequip them.
2) Image Intensification
Imagine Intensification Devices
The first of two types of nightvision, image intensification relies on ambient light such as moonlight, and as such, they cannot function in complete darkness without complementary active infrared illumination, which I imagine would come in the form of an installable modification.
These devices emit infrared radiation that is invisible to the naked eye, but are detectable by imagine intensifiers, comparable to an invisible flashlight. Note that these beams are also detecable by other players if they are also wearing image intensifiers. Intense light sources such as flashlights and headlamps will also be amplified by those wearing night vision, meaning a player could easily temporarily blind another by shining a flashlight into their field of view.
An image of a city taken using image intensification. Note the bright lights.
Of possible note is a Bioshock-esque drug or mutagen could allow players to temporarily see at night.
3) Thermal Imaging
Thermal Imaging Devices
In contrast to image intensification, thermal imaging devices detect a temperature differential and use the information to create an image, called a thermogram.
An example of a thermogram.
The problem with thermal imaging is, of course, the fact that these devices ignore walls, and are thus very difficult to balance, even if such devices were to be extremely rare. As of the moment I cannot think of any good ways to balance them. Any suggestions are welcome.
4) Nightvision Devices
Nightvision Devices
In terms of the actual types, I’d like to see three main types:
-
Monoculars: These are held in the hand and require the player to hold down
[RMB]
(or equivalent keybind), and would spawn much more frequently than other devices. - Scopes: These attachments could be mounted onto any weapon with a rail, and also have a reticle.
- Goggles: These are the most standard form of nightvision device, and are worn in a harness or mounted onto a helmet. In contrast to the other two, these are toggleable and much more convenient.
That’s just about all I can come up with at the moment. Please leave any thoughts concerns, and suggestions below. 2019-04-21T04:00:00Z
- A good idea, suitable for Unturned II
- Post was too long, was too lazy to actually read through it
- I don’t like it
0 voters