Page 2 of 2

Re: Make Barotrauma much darker

Posted: Sat Dec 16, 2017 6:44 pm
by Hoss
LordDoggo wrote:-Make Game Darker.
-Give us flashlight or headlamp.
-Game start this generally doesnt matter because if you download a good custom submarine the rail cannons are already loaded, the reactor(s) are already turned on, and everything is neatly organized and you know where to get it.
implying lights dont go out 99% of rounds

Re: Make Barotrauma much darker

Posted: Sat Dec 16, 2017 9:19 pm
by LordDoggo
Hoss wrote:
LordDoggo wrote:-Make Game Darker.
-Give us flashlight or headlamp.
-Game start this generally doesnt matter because if you download a good custom submarine the rail cannons are already loaded, the reactor(s) are already turned on, and everything is neatly organized and you know where to get it.
implying lights dont go out 99% of rounds
Implying that youd already have a flashlight by the time the lights do go out.

Re: Make Barotrauma much darker

Posted: Sat Dec 16, 2017 10:34 pm
by chikoeduardo
It kinda depends on the sub design, actually. There's emergency lighting, which requires no power.

I tend to put them in corridors and important rooms like Engineering or Command. The rest is left completely dark when the power is out.

Re: Make Barotrauma much darker

Posted: Mon Jan 08, 2018 12:54 pm
by BugReporter2
Emergency lights need overhaul. Right now nothing stops sub makers from replacing all lamps with emergency lights and making them as bright as lamps and having gazillions of them all over the ship which results in ship being lit even if everything is flooded and broken.

The obvious solution would be for emergency lights to run off internal battery with brighter illumination draining battery faster, that'd make sub makers seek compromise between brightness and longevity and also to make lights only run when needed and not always like they do now. Also it'd make sub makers use less of them since they'd require connection to the grid to recharge internal battery and we'd get to see more darkness.