Got a Quick Suggestion? - Small suggestions that don't need their own thread

Regardless of math; doing that to the flashlight would be silly. It’s there for you to see in the dark, not intended as a completely realistic flashlight simulation that negatively affects other aspects of gameplay.

I want the flashlight to longer than it did. In the original game there is a lot of dark areas and a longer lasting battery would be nice.

I never said, that it has to decrease constantly. It should bright with the same intensity to some threeshold, let’s say 10% of the battery power. THEN the light should weaken for about 10 second, then flicker for 5 second, and then go off.

And how often did you drain the power of flashlight completely in hl1? There wasn’t much of that situations, so it wouldn’t affect the gameplay much, IMHO. And as I said, the light should weaken just at the end of battery life.

EDIT

End here is a new idea. The whole weakening/flickering thing could happen AFTER the battery power is depleted. It would buy a few seconds of extra light.

Either that, or not.

Whatever is easier. And I’m guessing it’s the ‘not’ idea :stuck_out_tongue:

Also, the power is a quadratic function of voltage (P = V²/R), but a battery voltage discharge is not linear.

So yeah… basically, it drops off pretty quick. Of course, the HEV batteries also discharge in like 30 seconds, so they’re probably not your everyday acid batteries.

Edit: / ninja’d much?

When a battery is being used it’s voltage decreases , and when there’s not enough voltage to power the light bulbs full Wattage

A 1.5V battery with 2.85 A has an effect of 4.27W
(1.5V x 2.85A = 4.27W)

When the battery is being drained the Voltage decreases and thus decreasing the total Wattage of the battery . When the lightbulb cannot get the full wattage , its brightness will go down slightly (This is a slow progress) .

The light would slowly die out … not instantly .

I would presume that the lamp is connected to the H.E.V suits power source , which is most likely a capacitator connected to an induction energy generator (Generating power while moving) or something like that .

Which means the suit can easily have a system that cuts off the juice when the source is below X volts, to avoid drawing too much current.

/ discussion

@Samapico , Yes that would be the most reasonable solution .

I’ve already checked that empirically in the past, but thanks for clarifying that :wink:

Yeah, let’s reverse engineer the H.E.V !!!

Edit: never mind

Barney also says ‘let’s get him out of his civies’, which could be said to imply that he gets out of whatever he’s in to don the suit.

But the door was wide open in Kliner’s room too, so I guess my theory’s bunk.

Has anyone reported not being able to drive the M1A1 when you encounter it? Just because it is in the game doesn’t mean you could use it.

I still think it would be nice to either show where they are stored (even if it’s in a locker at Lambda core) or just remove the helmets from the Xen scientist corpses to show they never existed. The team probably won’t do either, but I thought it made sense.

More appropriate analogy would be where you first get a M1A1 chassis that you can drive around with and then at the next room you see the turret at some assembly rig and there would be no way for you to install it.

Will the zombies be of the headcrap chirping variety or the “yabba my icing” variety?

Actually my precise example was the one instance you get behind the main gun of the Abrams to fire it on command. Why can’t you hop into the driver’s seat and run it through the rest of Black mesa?

It’s just a helmet, some little aesthetic detail to show where they were stored. I can’t imagine anything other than a fraction of the fanbase throwing a shitstorm over the fact that they see it, but can’t use it. It’s along the lines of asking why you couldn’t rip off the tau cannon from the buggy to take it with you.

There’s barely enough room in Black Mesa to drive the jeeps, much less a tank. Except for some of the outdoor areas, and even those are crowded. Unless they redesign the maps to the extent that you would actually have somewhere to go with the tank, which I don’t think they’d do.

Yeah, it doesn’t make sense to want to drive the tank. Just as it doesn’t make sense to want the helmet- what benefit could it offer the player that the HEV suit alone doesn’t already provide?

Again, my suggestion was for detailing. Just show us where and how they are kept. The HEV locker seemed the logical place, since there’s one helmet for one suit (and it supports the notion that the suits are used for NBC handling elsewhere in the facility). Or they could be at Lambda, since they would need to be on-hand for anyone teleporting to Xen. If they stockpile the suits and weapons there, why not the helmets too?

Does this warrant its own thread? I’m not discussing giving Gordon the helmet- I’m discussing how to represent it being stored in the facility.

I drained the flashlight quite frequently, actually…

Either way you look at it I can’t really see us putting this feature in; I think the flashlight will be left the way it is. There are more important things code-wise to focus on from what I understand.

You can’t do it because we’re not adding driveable vehicles. That goes a little beyond the scope of a minor detail for the amount of work needed; and would result in very little value gameplay wise, since, as mentioned, there really isn’t room to drive it or do anything useful with it.

I know all this, and equated it with giving Gordon the helmet. Very little value gameplay-wise to wish to have it, since the only benefit I guess it would have is to make the player feel better about having it? Sure, you drive the tank, but can’t go anywhere. Sure, you have the helmet on, but how is it different from the HEV suit normally? the screen is tinted green and you hear Gordon’s breath??

Again, I thought it would be a nice touch just to add it for the sake of showing where it is stored. Outside of maybe one in a hundred people throwing a fit that they can’t use it, why would this be a bad idea? Just create the physics model, attach it to a hook in the HEV locker modules, and call it done with. Players can pick it up and throw it around like any other physics model, but they can’t put it on, and like other random props it gives the player no real benefit.

OK, thanks for the reply.

No, you are talking on how to deprive it from Gordon. It is never officially said whether he has it or not (few promotional or concept art pictures does not really prove anything) so it is a bad idea to place it somewhere. That would just ruin the fun for us who actually believe he has it.

Or were you just talking on having a random helmet(s) somewhere? The idea is bit silly anyway. Why wouldn’t they keep the helmets with the HEV suits?

Hey raw_bean, can I mini-mod? Pretty-please?

The BM devs have the helmet situation well in hand, I suggest we trust their abilities. Gordon’s helmet is on the THOU SHALT NOT SPEAK OF list, and thus shall not be spoken of, regardless of topic and/or context. Have faith in your devs!

(See, I said “we” instead of “you” so it’s not mini-modding!)

On the topic of the Abrams, logically Freeman should not be able to drive it since it requires a whole crew to operate. One person could Go back and forwards and turn but he would not be able to rotate the tower or fire or reload the cannon.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.