Phasegate Order

irEricirEric Join Date: 2012-11-20 Member: 172615Members
As far as I know you are phased from oldest to newest. These order of these phasegates are important for mobility because it helps knowing you have to phase 2 or 3 times to get to a certain place. I find myself mentioning which phasegate will take you where so that my team knows when to bust out guns a blazing.

It's also noteworthy if comm plans to beacon and get everyone to phase. Having to phase more than once will cause some pubs to derp. Beaconing to the proper base that is just one phase before the forward gate will allow for a smooth delivery.

<u>Some things that I think would be interesting.</u>
Allowing commanders to set their own order of phasing. This would allow marines the quickest way to an important area straight from their ips. It could be a third base, ninja gate, double, etc.

Another solution would be to have a HUD of the phase order, kind of like a cheat sheet.

What do you guys think?

Comments

  • yuckfooyuckfoo Join Date: 2012-11-08 Member: 168216Members
    Its an interesting thought. I like hearing the phase sound! Phasing multiple times doesnt really cause THAT much of a delay IMO though..Perhaps some phase gates shouldn't be dropped in locations that dont matter.
  • YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
    When I first played I thought the phase gate would let you choose which one you can go to. I mean it would be nice if after you get the third phase up, the gate would ask you which to go to depending on the location the phase is located within.
  • 0xDECAFBAD0xDECAFBAD Join Date: 2012-11-13 Member: 170467Members
    Ya I like the choice idea. I always thought you should be presented a menu. Or phased into purgatory while you choose a menu option so you don't get killed while you're choosing the exit gate, if you are in purgatory and all exit gates are destroyed/disabled then purgatory is destroyed and you have to re-spawn.
  • MooJrMooJr Join Date: 2011-10-18 Member: 128100Members, NS2 Playtester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester
    Its been suggested by play testers but not high priority.

    "Running through the phase gate multiple times to get where you want to go is disorienting/messy. Should have a quick menu or comm picked priority destinations?"
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Yup, has been on wanted list pretty long.

    You might wanna try suggesting what kind of selection menu marines would have, should they be able to choose their destination.

    It would have to be something fast to use.
  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    edited January 2013
    Dunno if a menu is the best option because part of the negative aspect of phase gates is that the more you have then the longer it takes to arrive at your destination. Otherwise marine teams will just spam the ###### out of them everywhere at every RT, main point and maybe even multiple phase gates in a base so to prevent a quick kill...you always have a backup or their forced to attack power which makes it easier to phase through.

    Maybe have a menu but add a delay when you select a destination that correlates with the amount of phase gates you have, for example:
    - Two phase gates instant travel time
    - Three phase gates - 2 second delay on phase
    - Four phase gates - 4 second delay
    - and so on

    So in this case when you select a destination you begin phasing with a blue graphic aura around you, you are phased out of existence like vortex affected marines, you can't be attacked but you can't attack but moving away from the gate cancels the process.

    Just a quick idea off the top of my head.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    An option to set phase priority and the ability to turn off individual phase gates would be a huge bonus!
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    edited January 2013
    Make phase gates linkable.

    Explanation:
    Commander sets PG in first base to Channel "1".
    A second phase gate is placed elsewhere, also set to "1".
    A third phase gate is placed somewhere else, but is set to channel "2", and unless it has another gate set to "2", it's inactive.

    Default all PGs to channel 1(They'd work like they do now), and allow as many channels as possible.

    You could even build multiple PGs in each base with each set to a different channel, to expedite the phasing process.

    Edit:
    Clarification:
    Allow the Commander to change which channel each specific PG is on, on the fly.

    So you can "Toggle" if the PG is on Channel "1/2/3/4/5/6/7/8/9".
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    I was thinking about this the other day and posted this in another thread:


    At 3 gates, I think the side which you enter the gate should determine which of the other two gates you exit from. I would like to see a the model for the gates change when you get 4 or more gates to become a triangle at 4 gates, square at 5 gates, pentagon at 6 gates etc. Again, which “entrance” on the gate will determine which gate you leave from. It would be great if the gates could appear as different coloured dots on the map, and for the phase wall on each face to match the colour of the dots. It would also be great if the gate could have a sign above it stating the exit point for each side, although this may be harder to pull off given the length of some map locations. I have made a little diagram to help explain what I mean:

    <img src="http://i47.tinypic.com/2qkmfr4.png" border="0" class="linked-image" />

    I find this preferable to a menu system at the gate. Unless you could still jump in the gate, then be in safe “phased” land for a few seconds while you pick the exit. Waiting with a exit point menu at an entrance would make quick escapes from low health scenarios less possible.

    It would have to be combined with a slight slow down of phase time though or it would be quite an unbalancing upgrade to the marines.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    I always thought Phase gates working this way (+ the small delay) was sort of a way to limit their power, to prevent marines from having a complete mobility dominance in the game. Since the more pgs you place the more time it will take for marines to travel.
  • FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
    <!--quoteo(post=2056427:date=Jan 5 2013, 02:38 AM:name=Neoken)--><div class='quotetop'>QUOTE (Neoken @ Jan 5 2013, 02:38 AM) <a href="index.php?act=findpost&pid=2056427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I always thought Phase gates working this way (+ the small delay) was sort of a way to limit their power, to prevent marines from having a complete mobility dominance in the game. Since the more pgs you place the more time it will take for marines to travel.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yep! Don't confuse simple convenience for changes that could hamper balance.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited January 2013
    This is intentional, and as commented-on before (since NS1 actually), a balancing measure forcing the Commander to choose between quick arrival to a limited number of destinations, or a large number of potential destinations.

    For this reason, do not expect a 'quick select' menu, or multi-lane PG networks to be added.

    I'd still like to see a holographic text banner across the PG though, specifying the next arrival point. No harm in knowing where it'll take you if you step through, after all.
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