Phase Gates
LV426-Colonist
Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
Phase gates win games. Using them though can be a pain in the you know what. The problem is after you enter a phase you are right inside the next "phase entrance" and this can be a huge issue; especially when multiple marines are grouping up into one phase. It becomes one big cluster f### real fast.
Here's my solution:
Enhance phase gates by making the individual marine who enters the gate show up outside the phase by adding momentum into the mix; instead of exiting on top of the next phase which in turns leads you to a new undesirable location (often a grinder) if careful movement is not used. This would cause less of an issue when phasing and would release some stress on marines who are trying to rush that alien hive.
Phasing through to a unwanted location can often result in a variety of consequences; i.e losing the game.
It would work like this:
-Enter Phase Gate #1 (gain momentum)
<img src="http://i1271.photobucket.com/albums/jj631/LV426-Colonist/pg-02.jpg" border="0" class="linked-image" />
-Exit Through Phase Gate #2 (pushed out into new area)
<img src="http://i1271.photobucket.com/albums/jj631/LV426-Colonist/pg-01.jpg" border="0" class="linked-image" />
This is how it currently works (fails):
-Enter Phase Gate #1
<img src="http://i1271.photobucket.com/albums/jj631/LV426-Colonist/pg-02.jpg" border="0" class="linked-image" />
-Exit Through Phase Gate #2 (on top of next phase)
<img src="http://i1271.photobucket.com/albums/jj631/LV426-Colonist/pg-04.jpg" border="0" class="linked-image" />
When you enter the phase you shouldn't come out right onto of the other pg's phase...this only sends you off into a new area if you accidentally move the wrong direction or don't move quickly enough. The only way to avoid this at the moment is to be extremely careful and precise with your movement keys. This can be a problem with players new to the game and even people who have been playing for awhile now. If you add momentum to the player as he enters a phase gate he could be spit out the other side rather then stuck right on top of the next phase.
A typical way of trying to avoid the current issue with phase is having the commander place the pg up against a wall or structure; which more than often they do not. This doesn't necessary guarantee you an ideal phase either - because you are still ending up right on top of the next "phase".
I decided to write this up after getting tired of using phase gates and ending up places where I didn't want to be (too lazy to walk/run). If you guys don't like this idea...well whatever. My other opinion would be to bring back the use button "E".
Edit: If this has already been suggested please accept my apologies for neglection. Also, I'm not sure if the current phase gate is just a "place holder" - if so, mmmkay. I also really like the momentum idea and I decided to include it in this post. Think of it as a speed booster on one of those whacky racing games...as you pass over it you pick up speed for a second or two and are pushed through to the other side.
Here's my solution:
Enhance phase gates by making the individual marine who enters the gate show up outside the phase by adding momentum into the mix; instead of exiting on top of the next phase which in turns leads you to a new undesirable location (often a grinder) if careful movement is not used. This would cause less of an issue when phasing and would release some stress on marines who are trying to rush that alien hive.
Phasing through to a unwanted location can often result in a variety of consequences; i.e losing the game.
It would work like this:
-Enter Phase Gate #1 (gain momentum)
<img src="http://i1271.photobucket.com/albums/jj631/LV426-Colonist/pg-02.jpg" border="0" class="linked-image" />
-Exit Through Phase Gate #2 (pushed out into new area)
<img src="http://i1271.photobucket.com/albums/jj631/LV426-Colonist/pg-01.jpg" border="0" class="linked-image" />
This is how it currently works (fails):
-Enter Phase Gate #1
<img src="http://i1271.photobucket.com/albums/jj631/LV426-Colonist/pg-02.jpg" border="0" class="linked-image" />
-Exit Through Phase Gate #2 (on top of next phase)
<img src="http://i1271.photobucket.com/albums/jj631/LV426-Colonist/pg-04.jpg" border="0" class="linked-image" />
When you enter the phase you shouldn't come out right onto of the other pg's phase...this only sends you off into a new area if you accidentally move the wrong direction or don't move quickly enough. The only way to avoid this at the moment is to be extremely careful and precise with your movement keys. This can be a problem with players new to the game and even people who have been playing for awhile now. If you add momentum to the player as he enters a phase gate he could be spit out the other side rather then stuck right on top of the next phase.
A typical way of trying to avoid the current issue with phase is having the commander place the pg up against a wall or structure; which more than often they do not. This doesn't necessary guarantee you an ideal phase either - because you are still ending up right on top of the next "phase".
I decided to write this up after getting tired of using phase gates and ending up places where I didn't want to be (too lazy to walk/run). If you guys don't like this idea...well whatever. My other opinion would be to bring back the use button "E".
Edit: If this has already been suggested please accept my apologies for neglection. Also, I'm not sure if the current phase gate is just a "place holder" - if so, mmmkay. I also really like the momentum idea and I decided to include it in this post. Think of it as a speed booster on one of those whacky racing games...as you pass over it you pick up speed for a second or two and are pushed through to the other side.
Comments
A solution could be that the marines don't lose momentum trough the PG, instead of standing still at the next PG.
The other problem of the marines not spawning out of the gate is that aliens have no chance to block it from each side,trapping the rines. Imagine 3 Skulks are biting the PG and suddenly get surounded by spawning marines. It would be OP.
Doing this might require that phase gates be made "thicker" so that a marine going out doesn't overlap a marine coming in.
OK so you imagine or can join to a server and see 3 Skulks are biting the PG and suddenly get surrounded by dead marine body pile. Isn't this OP now.
Edit1: Word correction.
Edit1: Word correction.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry I don't really know what you mean. I understand it so that you think if the marines come out of the PG they get killed in the 0.5s delay.
That's correct now, you just stand still when coming trough the 2. PG.
And that is actually a problem with 2 Skulks biting a PG.
But if you would keep momentum you could just jump trough the PG and so also jump over the skulk.
I think we need to revisit the pg structure design. Maybe some sort of umbrella device which when you go beneath it, it spawns you beneath it in another location? 360 degrees of phasing area to prevent traffic jams, and pg kill camping.
Also, on a side but related note, we need to be able to set default phase gate locations in real time for commanders to direct marine flow.
^This big time.
Or the ground phase gate that was in NS1.