8000 [Balance] Light and glow item · Issue #10486 · unitystation/unitystation · GitHub
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[Balance] Light and glow item #10486

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Fr-Dae opened this issue Aug 11, 2024 · 3 comments
Open
1 task done

[Balance] Light and glow item #10486

Fr-Dae opened this issue Aug 11, 2024 · 3 comments
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Priority: Questionable Things that are unlikely to be fixed or implemented System: Lighting related to lighting system/FoV Type: Balance related to game balance Type: Bug Already implemented, but isn't fuctioning as expected.

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@Fr-Dae
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Fr-Dae commented Aug 11, 2024

There is no other issue reporting the same problem.

  • I have searched the existing issues

Game Version

24.08.10.16

Environment

  • Server: Local Host
  • OS: Windows 8, 10, 11

Description of the Issue

During Round 2 on August 10, 2024, I noticed significant imbalances with the lighting system in the game.
To investigate, I generated several light sources on a local server and observed the following inconsistencies:

Lighting Aberrations Observed:

  • The captain's helmet does not emit any light.
  • A "basic" firefighter's helmet illuminates more than an ATMOfirefighter's helmet (designed for fire-related scenarios).
  • A flare or torch provides more illumination than a flashlight.
  • A PDA emits more powerful and useful light than a flashlight or a security light (seclight).
  • A flashlight placed on the ground emits even less light.
  • Helmets generally provide better illumination than any other light source, even when placed on the ground.
  • Some helmets emit more light than others without any apparent reason.
  • Some light sources work without any power supply, seemingly "magically."

(Side note: The cyborg light works perfectly and is very cool.)

Expected Behavior

With the introduction of weapon "attachments," it's disappointing that a weapon light is barely more useful than a PDA light (which is acceptable for basic personal movement).

The PDA should represent the baseline ("0" level) of expected light output. Following this logic:

  • A candle (with its minimal 1 candela output) should be at level -1 or -2.
  • Other light sources should follow a logical hierarchy based on their intended purpose.

For instance, the mining lamp has a fairly "good" output and could serve as a reference for unidirectional lights.

Ideally, a directional light source should be more powerful than a unidirectional one, as it focuses lumens more effectively due to its reflector.

Additional Context

Here are some screenshots illustrating the issues described:
Screenshot 1
Screenshot 2
8000
Screenshot 4
Screenshot 5
Screenshot 6

@Fr-Dae Fr-Dae added the Type: Bug Already implemented, but isn't fuctioning as expected. label Aug 11, 2024
@Q4ik
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Q4ik commented Aug 12, 2024

Good QOL update. Is the Cap not intended to have a light on helmet?

@MaxIsJoe MaxIsJoe added Priority: Questionable Things that are unlikely to be fixed or implemented Type: Balance related to game balance System: Lighting related to lighting system/FoV labels Aug 19, 2024
@eurtod
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eurtod commented Aug 19, 2024

I think in general it would be nice that less lights were directional like the pda. Or even better if directional lights still at a small circle aoe lighting so you could at least see your player when using like a flashlight for example.

@Fr-Dae
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Fr-Dae commented Aug 28, 2024

in directional lighting we have

  • pda,
  • flashlight
  • seclight

3 is not ‘a lot’.

The main concern is the coherence between the different light sources;

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Labels
Priority: Questionable Things that are unlikely to be fixed or implemented System: Lighting related to lighting system/FoV Type: Balance related to game balance Type: Bug Already implemented, but isn't fuctioning as expected.
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