From: | Marty <s457033@*******.GU.EDU.AU> |
---|---|
Subject: | Re: 2000 leagues v1.1 |
Date: | Fri, 1 Nov 1996 23:12:01 +1000 |
> >them, your characters can see everything (if a bit fuzzily) and no-one
> >can hide from them. You don't have the disadvantage of the goggle set to
> >contend with either. The only way to turn 'em off is to put out the guys
> >eyes (or whatever the equivalent sensory organ is)
>
> Well i's quite easy to solve this problem, smoke and particlulate grenade
> basically make things so fuzy distinguishing them from anything else is
> impossible, Oh look theres a blob there a slightly bigger blob there....
> of courtse foremention Hyrdrophonic shok grenades, are the equivelent of
> lokking at a tac-nuke near ground zero but of course the is no way to close
> your eyes or turn around, (isn't refraction great!),
Well, now I've had an explanation on the game mechanics of the devices
I'm satisfied. I take it that the particle grenade works like a
smoke grenade, and the hydrophonic shock grenade works like a flash
grenade.
Ummm, one thing; I'm still a bit iffy about the use of explosives under
water.... Perhaps calling them grenades is not a good idea. The
hydrophonic shock 'grenades' could work by emitting a random spectrum of
noise of the same wavelength as sonar, in a similar fashion to a
flash-pak. The particle grenades are easy enough; A chemical reaction,
or a whole bunch of small bubbles.
If the hydrophonic effect works like I posted, you could see all kinds of
applications in decoying torpedos and other guided weapons.
> and if you are still not
> convinced the ultra sound above ground would have to be different to the
> marine version do to the density changes... :)
That's fine; it gives a character a way around the handicap of low vis in
water, while not allowing him to see everything, everywhere. It'd
probably be a lot easier to make a sonar emitter than an ultrasound emitter.