Phasegate Order
irEric
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?
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
"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?"
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.
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.
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".
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.
Yep! Don't confuse simple convenience for changes that could hamper balance.
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.