There has been a lot of talk in several threads about auras and outlines. Let’s discuss it in one place-- right here. Maadawg is one of the people who got to play the game. I’m not sure about Cankor or Seyu. Here is what has been said so far:
[QUOTE=Cankor;268392]Outlines are like red arrows in ETQW, you don’t want something that draws attention to the enemies location (keeps you from being able to hide effectivly). It’s good enough that you have some kind of identification of your team mates (only) to help minimize FF incidents.
I’m assuming there will be server cvars to turn off “red auras” just like you could turn off red arrows in ETQW. Try and find a red arrow on server in ETQW, it’s such a bad idea practically no one does it. I don’t see this as being any different.
Again, you don’t need to be able to identify both friend and foe, all you need to be able to do is identify friends. Everyone you can see that is not identified as a freind is obviously an enemy, so you shoot at the guys without blue auras and there’s nothing extra helping you to target enemies.[/QUOTE]
[QUOTE=Maawdawg;268399]That is fine, but that is not everyone’s preference. A toggle option would be fine (you can never have too many options) but I don’t think it will be set at off for most games or on most servers. The highly competitive ones will but not remotely close to all of them will.
It isn’t nearly as invasive as it is being portrayed when you are playing and it doesn’t make people stick out like lighthouses from a distance or anything. I am not even sure if it was lighting people up fully unless you had your aim recticle on/near them actually. Most of the game will be played at midrange or closer if my time with it was any gauge of the final experience. The map we played was very close quarters with a bunch of corridors and switchbacks. Much of the time the outlines were very light or off at that point, I played mostly as medic so I was focusing on close targets and healing my squad much more than watching the distance. Your experience could (and will) vary as everyone has different ideas of what should and shouldn’t be included for their “perfect” shooter.[/QUOTE]
[QUOTE=Seyu;268526]Almost all contemporary shooters get along fine without any indicators, even the ultra competitive ones like CS. It may take a little while getting used but then it’s natural enough to not cause a delay in shooting the enemy.
Not only will these outlines eliminate the stealth eliminate of the game but they will especially be disadvantageous to the light body type given its low health bar. Also, colorblind folks too will be inconvenienced by this.
Maawdawg, I’d prefer if the outlines for the enemies at least were removed completely. I think SD is making the game too accessible with these outlines and making players appear on your map if they make a sound.
Eh? For me Crysis 2 is one the games that makes the two teams very distinct.[/QUOTE]
I’m fine with the outlines eliminating stealth. We don’t know for sure how they work. I hope they discourage camping, because Brink is aiming to be a fast-paced game. I don’t really enjoy Black Ops anymore because it ha becomes so damn bi-polar-- some games are frantic to the point of being overwhelming, and then very next game is a bunch of Ghosts building their killstreaks with silenced weapons.
Things that keep the game moving and discourage camping and discourage campers from sniping are good things in my eyes. I hope there isn’t anything in Brink that will turn into the blight that is Ghost Pro + Sleight of Hand Pro + Ninja Pro/Hacker Pro with the tactical insertion thing.

