Phase Gate: Disorienting
Plasma
Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
<div class="IPBDescription">How to address? Discussion...</div>Hey,
So we all know the phase gate is a bit disorienting when you phase through, meaning:
1) It takes a few moments to figure out which way you should be facing
2) If you're being rushed by skulks, you're pretty much a gone-er
What about the following things to try and fix this problem?
1) "See" through the phase gate like Portal (technical challenge I know!)
2) OR; more simply, you enter the phase gate like you do now, but the other side changes:
a) You step into the phase gate
b) YOUR screen shows that you've finished phasing through, but you are in a "suspended animation" state for 1 second when you reach the other side. No one can see you yet, and no one is aware you've phased through on the other side yet.
c) You can see everyone and turn around (but not move) for this 1 second period, and your screen has a "frozen / suspended animation state" (whatever that is) shade to it -- as if you were still "phasing through"
d) After 1 second, you "finish phasing", and you can then move around. Everyone else on the other side of the phase gate now sees you "phase through" like the game currently does.
Basically this means when you phase in you get a second to orientate yourself.
e) BONUS! When you're in this suspended state, if you have more than one phase gate online, you can click USE to cycle to the next phase gate (while in suspended animation still) to quickly jump to the gate you want, without even needing to leave/enter the gate again to appear at the intended destination.
Thoughts?
So we all know the phase gate is a bit disorienting when you phase through, meaning:
1) It takes a few moments to figure out which way you should be facing
2) If you're being rushed by skulks, you're pretty much a gone-er
What about the following things to try and fix this problem?
1) "See" through the phase gate like Portal (technical challenge I know!)
2) OR; more simply, you enter the phase gate like you do now, but the other side changes:
a) You step into the phase gate
b) YOUR screen shows that you've finished phasing through, but you are in a "suspended animation" state for 1 second when you reach the other side. No one can see you yet, and no one is aware you've phased through on the other side yet.
c) You can see everyone and turn around (but not move) for this 1 second period, and your screen has a "frozen / suspended animation state" (whatever that is) shade to it -- as if you were still "phasing through"
d) After 1 second, you "finish phasing", and you can then move around. Everyone else on the other side of the phase gate now sees you "phase through" like the game currently does.
Basically this means when you phase in you get a second to orientate yourself.
e) BONUS! When you're in this suspended state, if you have more than one phase gate online, you can click USE to cycle to the next phase gate (while in suspended animation still) to quickly jump to the gate you want, without even needing to leave/enter the gate again to appear at the intended destination.
Thoughts?
Comments
This is simply impossible. If your graphics card has to render a whole lot of new geometrics and textures, this will take some time. No matter what.
But the idea of the op would compensate this. Your pc got one second to render everything, so you have no lag when suddenly arriving on the other side. This may lead to less deaths when arriving on a sieged pg.
So +1 to op
Cory stated earlier that this will be added in after 1.0
don't know how to find that statement though...
don't know how to find that statement though...<!--QuoteEnd--></div><!--QuoteEEnd-->
They could use a much more simplified process such as the camera system in GMOD/Stuff you see on televisions in Half-Life 2.
in an effort to alleviate the problem, and following true Marine improvisation, the TSA have begun making "field expedient improvements" to the PGs by tactically acquiring surveillance equipment from their theaters of operation and duct taping (or the future version of duct tape) cameras and monitors to their PGs so they can see what is on the other side waiting.
Heh.
But seriously, instead of projecting the view onto a screen like a traditional camera, have it appear in the phasing field.
Can be negated with nano shields for the marine and/or medpacks waiting on the other side. I like that marines can get locked into them though with multiple aliens securing the position.
Especially you Arga! It frustrating that a single Skulk/Lerk/Fade can block a PG and kill the marines and a gorge just blocks em, so they phase back.
We need telepush or frag back.
If the PortalPG is implemented I will looking for marines trying to shoot the skulk trough the PG.
This is going to be a good addition to NS2.
But the idea of the op would compensate this. Your pc got one second to render everything, so you have no lag when suddenly arriving on the other side. This may lead to less deaths when arriving on a sieged pg.
So +1 to op<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not the world geometry that causes the hitch, mate; it's the entities. If you pay attention when it occurs, you'll notice the world geometry appear on the frame before it happens, then all the entities in the room will suddenly pop into existence in front of you. The same happens in commander view, and is also noticeable if, for example, you scan a well-populated hive to which you previously had no line of sight. It's most likely a network synchronisation issue.
To the others: If it's planned, then I guess that's that. But displaying two busy rooms at once without a significant framerate drop will be an interesting technical hurdle to overcome.
We need telepush or frag back.
If the PortalPG is implemented I will looking for marines trying to shoot the skulk trough the PG.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like that idea is best, it will mean aliens have to stay to the sides of the PGs which will give marines a chance!
This is right to some extend. But not all of the truth. The world geometry and textures have to be rendered too. After that the entities blob in. You can experience a lag too, when phasing into an empty room. The entities only add more lag on top of that. And not only do they have to be rendered, their state has to be send over the network. And you can't send every entity in the map to every user all the time. They have to cut out information you don't need.
You could run in the phasegate, give a sort of spectator view of the phasegate which would allow players to load the area, and then have the player press their move forward key to run out of the gate.
There would have to be a timelimit to when you automatically leave the gate, like spawning from eggs.
The answer for that is already there- don't let it happen. If you make it so that they can't be blocked somehow then they become ridiculously powerful.
Then make them more expensive.
Yes, this is right. But it is frustrating as marine to get insta killed when moving through. And a frustrating mechanic shouldn't be in the game.
<b>What if the pg gets deactivated for one second, when attacked?</b> Every additional attack deactivates it for a second again. This way, we got rid of the frustrating suicide-pg but don't make it so overpowered, that the aliens can't get it down.
On a side note, this would open a whole bag of new tactics. (Harassing the PG as lerk, to keep it off.) Or if this is to powerful, than only melee attacks should power it down for the one second.
<b>What if the pg gets deactivated for one second, when attacked?</b> Every additional attack deactivates it for a second again. This way, we got rid of the frustrating suicide-pg but don't make it so overpowered, that the aliens can't get it down.
On a side note, this would open a whole bag of new tactics. (Harassing the PG as lerk, to keep it off.) Or if this is to powerful, than only melee attacks should power it down for the one second.<!--QuoteEnd--></div><!--QuoteEEnd-->
Bad Idea! Skulk/Gorge/Lerks could deactivate a PG from range and prevent it ever beeing active anymore!
Another thing I thought about I using the PG energy. Like every building in NS2 has. The com could activate an over charge on the PG that cost 15 energy pre second, it will overheat the PG, so that Alien touching/attacking it will get DMG (f.e. 60/s). Maybe the PG shutsdown when reached 0 energy to avoid an explosion caused by the overheating, or the com deactivates it befor 0 energy is reached.
Another thing I thought about I using the PG energy. Like every building in NS2 has. The com could activate an over charge on the PG that cost 15 energy pre second, it will overheat the PG, so that Alien touching/attacking it will get DMG (f.e. 60/s). Maybe the PG shutsdown when reached 0 energy to avoid an explosion caused by the overheating, or the com deactivates it befor 0 energy is reached.<!--QuoteEnd--></div><!--QuoteEEnd-->
Please read the whole post:
"Or if this is to powerful, than only melee attacks should power it down for the one second."
"Or if this is to powerful, than only melee attacks should power it down for the one second."<!--QuoteEnd--></div><!--QuoteEEnd-->
Even then, OP because you could permablock/deactivate the PG by just biting it.
Doesn't mater if melee or range. Would turn all PGs usless as soon as they are attacked. Point.
Like this:
<img src="http://i.imgur.com/8hGgc.png" border="0" class="linked-image" />
<ul><li>you can see the other sides of the pgs</li><li>you are faster in the teleport room</li><li>you keep the current speed and momentum when coming out of the pg</li><li>.. which means you could sprint jump through the portal to gain some distance from the pg </li><li>with 2 pgs you would just keep on running for 1 or 2 seconds to pass through the whole teleport room</li><li>every marine has its own instance of this room (because its not intended to be a room to relax with your buddies and have a coffee, more like some kind of astral world.)</li></ul>
It would do two things.
1) you don't need to run 5 circles around the pg to reach the 5th pg anymore. (I guess there will be more pgs in the upcoming bigger maps.)
2) you could just run into the outside world, knowing where to go.
Not sure if this is even possible to implement into the game though.
edit: It would of course incredibly buff marines, I know, but it would also be really awesome.
1) Step into phase gate
2) Show effect (swirling, dr who, something)
3) Wait until server transports you and client entities are synced.
4) Render and pop you into the action with some momentum.
Now in NS2, because the PG is so unpractical, we need to resort to some very ludicrous overcomplications to the point where newcomers half the time won't understand what the ###### is going on. Someone import the NS1-model and lets solve this right here and now.
if it can be electrified so it gives a marine or two the ability to at least enter the room and start shooting - thats all thats needed. if marines fail to contest it, then that's another matter.
do you think when aliens get shift, that one marine will able to block an alien from teleporting to another hive? no.