Yes, its about ladders .... again :)
Rainstorm
Montreal (Quebec) Join Date: 2015-12-15 Member: 210003Members
Gotta love them ladders, always in the ***** way when you try to go anywhere in a corridor with one in it. It rarely position to be put against a wall in a I or T shaped corridor but in a X corridor its impossible for it to be against a wall, itll be right in the middle blocking you access to the passage behind it.
The idea is (i think) pretty simple, wouldnt it be awesomesauce it the ladder could deploy when used then retract when left alone? that way the corridor would always be uncluttered by the ladders and we could move freely in it without any obstacle. Then if u need to use the ladder all you'd have to do is look up where the retracted ladder is giving you the option to activate it, It would then deploy rapidly and take you up to the next level then retract rapidly afterwards.
anyone have any ideas/thoughts/suggestions on the subject ?
The idea is (i think) pretty simple, wouldnt it be awesomesauce it the ladder could deploy when used then retract when left alone? that way the corridor would always be uncluttered by the ladders and we could move freely in it without any obstacle. Then if u need to use the ladder all you'd have to do is look up where the retracted ladder is giving you the option to activate it, It would then deploy rapidly and take you up to the next level then retract rapidly afterwards.
anyone have any ideas/thoughts/suggestions on the subject ?
Comments
Plus this idea (folded ladders) can help in situation when the ladder to upper level of base placed in same point with ladder to lowest level. Now attempt to aim on 'click-zone' for UP/DOWN direction too hard. But if ladders will be 'parked' in floor or in ceiling we newer miss to desire direction. I think telescopic ladders can help
i know what you mean. how do we know that they haven't created this section so people feel they are listing but in fact they are not.
I like it but what about ladders in connection tubes (it connect in middle of corridor section)? Any ideas?
A futuristic solution would be to use ladderless vertical airshafts based on airstream flow and/or artificial gravity. Probably only for up or down direction and not bidirectional. No animation needed. You either sink to the bottom or raise up to the top. This could also function as a turbolift solution. We could have vertical glass shafts if no ladders are there. Again I haven't heard anything from the devs on airlifts through vertical connectors although the artwork or programming should be minimal.
So I try and dircectly ask the devs:
What is so bad about rotating ladders or using airlift in empty vertical connectors?
Oh, and I forgot that airlifts would send the player into raising or sinking mode and allow him to step out at any mid section with ease.
And I think the walking animation while falling to the bottom is already in the game.
I'd prefer rotation on build with the only problem left ladders from the ceiling that block on any rotation. Those should be retractable as you said. But be aware that you still have a problem with an up/down ladder in the mid of a crossing. And what'd you do if climbing down to such a place and want to go back up again?
Right now what I miss most with ladders is an additional seamless up/down ladder that would replace the loose upper and lower ladder end. And of course the already mentioned rotation. I'd drop trying to place ladders in crossings and I'd prefer to place ladders in the diaoganal parts of a round room additionally. Finally I'd like to see bulkhead doors for vertical flood sealings on ladder ends. I hate to have a round room tower without flood seals.
I think, if the ladders have a revision, this is the best solution, this isn't a big mess for immersion when u know the shit for walk trough a complex base
There's no climbing animation anyways. I'm not sure if it's not implemented or a design choice though.
If it's a design choice, another possibility would be to have ladder stop at the ceiling. The player would still be able to look up and hit climb, and the action that the character would take "behind the scenes" would be to jump slight, grab the bottom rung and pull themselves up onto the ladder.
Surely a person that spends days in the ocean would be fit enough to do what would probably amount to a few hundred pull-ups in a day!
Actually, i've discovered something about some soon-to-be-implemented Climbing Ladders Animations . Also, on that same To-Do list, it seems theyre also working on several different climbing ladders anims for both the Cyclops and the Moonpool as well as the ''enterring/exitting'' Cyclop's hatch and the different opening/closing doors inside the cyclops
How well will those animations be made will soon be ours to find out
Interesting. I wouldn't mind there being a short little animation.
The character climbs a few rungs, screen goes black, then shows the character climbing out the top.
One thing I hope they don't do is make ladder climbing manual or show an animation along the whole length.
Agreed