project-navigation
Personal tools

Poll

Would you like longer range, upgraded IR goggles?

Why, yes indeed!
1 (50%)
No.
1 (50%)

Total Members Voted: 2

Author Topic: Upgraded IR goggles  (Read 5388 times)

Offline GhavGrim

  • Cannon Fodder
  • **
  • Posts: 2
    • View Profile
Upgraded IR goggles
« on: February 01, 2016, 02:42:38 pm »
I often find myself scanning for aliens and finding none.
Reassured, I breathe out.

Then a Sheevar comes belting round the corner with a plasma blaster, having travelled a mean distance to get me...

After Alien Detection or Power Armour is researched, could an upgraded version of the IR Goggles be made available which has increased range?

Offline DarkRain

  • Project Coder
  • Captain
  • ***
  • Posts: 746
    • View Profile
Re: Upgraded IR goggles
« Reply #1 on: February 03, 2016, 06:58:57 pm »
Well, if the optical implant (that used to be?) mentioned in some of the UFOpaedia articles is still something we want to implement then I guess that probably would be the way to go in this case... of course implants are still not really implemented

Offline Rodmar

  • Squad Leader
  • ****
  • Posts: 239
    • View Profile
Re: Upgraded IR goggles
« Reply #2 on: August 01, 2016, 11:14:44 am »
Instead, I would have an improved battlefield-range "radar mode", and a portable detector in the secondary hand to enable its use.

IR googles should only allow for detecting "opened" energy sources (living beings, engines) under dark, partially covered, or smoky conditions.
- If the game engine allows, thin walls and doors would be passed through (those with a penetrating resistance of 1?).
- They would act as if the gamma setting of the player's monitor had been changed (only as far as energy sources are concerned), and that's they seem to do as for now.
- Dead body shouldn't radiate as much as currently.
- Googles could be hampered by fire fields and disabled by stunning grenades and other nearby IR flashes.