Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Infravision
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Saeviomagy" data-source="post: 1861399" data-attributes="member: 5890"><p>Hi everybody!</p><p></p><p>This is Dr. Saeviomagy, here to tell you all about IR heat sensors.</p><p></p><p>You know how you look at a mirror and you don't actually see the mirror - instead you see what's near the mirror?</p><p></p><p>Well - when you're looking with heat, most things are a little bit shiny. That means that for a lot of things, you see a bit of the heat that is in them, and a bit of the heat that is around them. Some things are more shiny, and some things are less shiny.</p><p></p><p>As an example - human flesh is not very shiny at all. When you see it in infra-red, mostly you'll see what temperature the flesh is at.</p><p></p><p>A brick wall is quite shiny. You'll see quite a lot of the surrounding heat and some of the heat from the wall.</p><p></p><p>A zombie, like a human, is not shiny. When you look at one, you'll see room temperature, because that's what temperature most zombies are at.</p><p></p><p>Unpainted metal is very shiny indeed. When you look at some, it's like looking at a shiny piece of metal with normal light - you don't really see the color of the metal - you see reflections of what is near it. If the metal is actually polished, then it will act like a mirror to heat vision.</p><p></p><p>Which means if you're standing in front of a brick wall, and a zombie is standing between you and the wall, you will probably be able to see him - he'll be at a different temperature to the brick wall, because the brick wall will usually be a bit above or below room temperature.</p><p></p><p>If, on the other hand, you're standing in front of an unpolished metal wall, and a zombie stands between you and the wall, the wall will reflect the room temperature, and the zombie will be at room temperature, and you won't be able to see him.</p><p></p><p>Unless the zombie was recently lying on the stone floor, in which case you'll probably be able to see him against the metal wall as well as the stone one.</p><p></p><p>And of course you can probably see him against the stone floor anyway.</p><p></p><p>Throw in all sorts of other things, and it gets even worse.</p><p></p><p>Hmm, complex.</p><p></p><p>And this is why infravision is a silly thing to try to make realistic game mechanics for.</p><p></p><p>Might I suggest that everyone simply says "it's blindsense", and be done with it?</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1861399, member: 5890"] Hi everybody! This is Dr. Saeviomagy, here to tell you all about IR heat sensors. You know how you look at a mirror and you don't actually see the mirror - instead you see what's near the mirror? Well - when you're looking with heat, most things are a little bit shiny. That means that for a lot of things, you see a bit of the heat that is in them, and a bit of the heat that is around them. Some things are more shiny, and some things are less shiny. As an example - human flesh is not very shiny at all. When you see it in infra-red, mostly you'll see what temperature the flesh is at. A brick wall is quite shiny. You'll see quite a lot of the surrounding heat and some of the heat from the wall. A zombie, like a human, is not shiny. When you look at one, you'll see room temperature, because that's what temperature most zombies are at. Unpainted metal is very shiny indeed. When you look at some, it's like looking at a shiny piece of metal with normal light - you don't really see the color of the metal - you see reflections of what is near it. If the metal is actually polished, then it will act like a mirror to heat vision. Which means if you're standing in front of a brick wall, and a zombie is standing between you and the wall, you will probably be able to see him - he'll be at a different temperature to the brick wall, because the brick wall will usually be a bit above or below room temperature. If, on the other hand, you're standing in front of an unpolished metal wall, and a zombie stands between you and the wall, the wall will reflect the room temperature, and the zombie will be at room temperature, and you won't be able to see him. Unless the zombie was recently lying on the stone floor, in which case you'll probably be able to see him against the metal wall as well as the stone one. And of course you can probably see him against the stone floor anyway. Throw in all sorts of other things, and it gets even worse. Hmm, complex. And this is why infravision is a silly thing to try to make realistic game mechanics for. Might I suggest that everyone simply says "it's blindsense", and be done with it? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Infravision
Top