Phase Gates reordering and some thoughts about tunnels
rkfg
Russia Join Date: 2013-09-03 Member: 187744Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
I've got this idea yesterday and decided to search for it here. Just in case it was suggested before. It was, but that thread is 2 years old so let's discuss it one more time.
I propose a rare used but occasionally useful option to rearrange the phase gates without making it an OP weapon. I think this could be achieved by making this operation paid, like, 7-10 TRes and have a 30-60 seconds activation delay. Quite enough to prevent offensive usage and at the same time to fix logistics without recycling/rebuilding PGs which is clunky and sometimes dangerous. Considering the fact that most of the games have 3 or 4 PGs at max, it may be represented in the comm UI like this:
1) Each PG has a number assigned. First PG is selected by proximity to the CC. If two PGs are built near two CCs at the same time then the first completed becomes the first. Others get numbers accordingly to the jump order. These numbers may be visible on the map or at the structure name e.g. "Phase Gate [1]".
2) When PG is selected, the commander has numbers in its Build UI from 1 to N excluding its own number where N is the total number of PGs.
3) Pressing that number starts the reorder sequence. It consumes 7-10 TRes, takes 30-60 seconds (subject to playtesting) and eventually exchanges numbers of PGs, the selected one and the chosen in the Build UI. Completion may be accompanied with a vocal/visual notification.
4) While the sequence is in progress, PGs operate normally and nothing in their behavior changes at all, maybe a spinner appears like on Armory/Arms Lab/Proto with percentage and such. However, this may be confused with recycling.
In the end, we have a nice end-game (sometimes even mid-game) feature that allows to untangle teleport sequences without much undeserved hassle. If the comm has enough resources and is not constrained by time, they could easily and calmly fix the phase gates. The feature itself can't be considered OP as it's achievable manually, put another PG here, recycle there, done. But it's not that kind of micromanagement that can be considered strategic and it should be streamlined. The only exploit I see is the instant and free PG redirection so that an alien rush could be countered. But this is prevented with the resource cost and delay.
For aliens there's also an overlapping tunnels problem, when the connection line goes through another tunnel entrance confusing everyone. I think gorge spray may be improved a bit to make this issue easily fixable without overpowering. When the tunnel is fully healed, spraying it further could fill a "move" bar for 2-3 seconds for example. Then the tunnel starts moving slowly apart from the gorge like it's being pushed. Probably, this could include other mobile structures so gorges could place them a bit better or clear a passage near a tunnel without asking the commander.
What do you think? I've played 800+ hours according to Hive and these two issues are most annoying. Of course, apart from plain old bugs like teleport to the same room, tunnel entrance and exit don't form a tunnel, a brand new CC doesn't open while no one is inside etc. This is not about game bugs but about the gameplay flaws. It's something that doesn't add anything to the game, is fixable with some unneeded efforts and gets in the way too often to dismiss it.
I propose a rare used but occasionally useful option to rearrange the phase gates without making it an OP weapon. I think this could be achieved by making this operation paid, like, 7-10 TRes and have a 30-60 seconds activation delay. Quite enough to prevent offensive usage and at the same time to fix logistics without recycling/rebuilding PGs which is clunky and sometimes dangerous. Considering the fact that most of the games have 3 or 4 PGs at max, it may be represented in the comm UI like this:
1) Each PG has a number assigned. First PG is selected by proximity to the CC. If two PGs are built near two CCs at the same time then the first completed becomes the first. Others get numbers accordingly to the jump order. These numbers may be visible on the map or at the structure name e.g. "Phase Gate [1]".
2) When PG is selected, the commander has numbers in its Build UI from 1 to N excluding its own number where N is the total number of PGs.
3) Pressing that number starts the reorder sequence. It consumes 7-10 TRes, takes 30-60 seconds (subject to playtesting) and eventually exchanges numbers of PGs, the selected one and the chosen in the Build UI. Completion may be accompanied with a vocal/visual notification.
4) While the sequence is in progress, PGs operate normally and nothing in their behavior changes at all, maybe a spinner appears like on Armory/Arms Lab/Proto with percentage and such. However, this may be confused with recycling.
In the end, we have a nice end-game (sometimes even mid-game) feature that allows to untangle teleport sequences without much undeserved hassle. If the comm has enough resources and is not constrained by time, they could easily and calmly fix the phase gates. The feature itself can't be considered OP as it's achievable manually, put another PG here, recycle there, done. But it's not that kind of micromanagement that can be considered strategic and it should be streamlined. The only exploit I see is the instant and free PG redirection so that an alien rush could be countered. But this is prevented with the resource cost and delay.
For aliens there's also an overlapping tunnels problem, when the connection line goes through another tunnel entrance confusing everyone. I think gorge spray may be improved a bit to make this issue easily fixable without overpowering. When the tunnel is fully healed, spraying it further could fill a "move" bar for 2-3 seconds for example. Then the tunnel starts moving slowly apart from the gorge like it's being pushed. Probably, this could include other mobile structures so gorges could place them a bit better or clear a passage near a tunnel without asking the commander.
What do you think? I've played 800+ hours according to Hive and these two issues are most annoying. Of course, apart from plain old bugs like teleport to the same room, tunnel entrance and exit don't form a tunnel, a brand new CC doesn't open while no one is inside etc. This is not about game bugs but about the gameplay flaws. It's something that doesn't add anything to the game, is fixable with some unneeded efforts and gets in the way too often to dismiss it.
Comments
In addition to OP, pgs need wheelchair ramps
As for the tunnels, moving tunnels would be too annoying, if a shade would be around. A tunnel currently is a way to commit, and stay commited to an area. If the confusion is in the hive, then its either because its wozaas servers and 5 players went gorge (happens other places too though) or the name above the tunnel is ignored.
As for why these changes would be needed, Wob hits the nail on its head. These things would not be nessesary if you weren't out of position. How not to be out of position is an entirely different discussion. If you would like to learn about some of these things, I would suggest watching competitive replays (although dont take the casters word for truth always), or watch some instructive videos. Wob has on ensl.org made videos of analysis of marine side plays, and I'm sure these are not the last videos he's going to make:) [hint hint wob]
Here vote: Feedback Forum
Again, this thread is not about temporary fast redirect of the marine flow to some PG, it's about long term order change without much hassle.
As mentioned by the others, it's a non-issue for more experienced players.
I don't see any downside to this.