I first worked it out like this: ghosts were invisible all the time, and ghostbusters had to track em down with heartbeat sensors.
Busters had no reload unlimited ammo.
Ghosts were invulnerable to bullets and could only be killed with knife.
When ghosts were being shot, they became trapped, but only while being shot, so the idea was that the guns were the proton packs from the ghostbusters movies, like the beam they had to keep shooting at the ghosts to trap them. Then while one buster kept trapping one, a teammate would have to run over and kill him with knife.
Two problems:
1. the hide() function, which makes ghosts invisible, also makes them invisible for heatbeat sensor..
2. An alternate way is to set the model to tag_origin, it would make them invisible as well but still show up on HBS, BUT you can't hit them..
So what I did was make em switch from tag_origin to hide() constantly, that way they were invisible all the time, would show up on HBS AND you'd be able to hit them.
However, nobody understood what to do. Ghosts would win every single match, it was just too OP.
About the vision, I don't think it makes sense giving the busters such a vision, they would see the world as normal humans. It's dark, and ghosts are ghillie and invisible most of the time and making the clicking sound, it's actually quite scary sometimes
@PP_CrazyApple: yes, that was during beta testing. I think you played it when it was still like above. Remember everyone raging, saying it was shit, and quitting? Heh, well, the way it is now, people actually stay, so that's an improvement right? Altho it sucks I had to change the concept.
Ah well..