Fade Blink - tweaks
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">Beta</div>So i've been blinking around with the fade for a good 30 minutes with some bots. pretty fun :)
Some ideas to make it better:
1.Make the fade hologram see through, and slightly smaller.
2.Get rid of the "facing points of interest" thing, and replace it with "face away from wall" so that when ever you blink into a wall, you are facing away from it rather than towards.
the facing points of interest automatically is really hard to use quickly, and makes you potentially blink around in circles.
Some ideas to make it better:
1.Make the fade hologram see through, and slightly smaller.
2.Get rid of the "facing points of interest" thing, and replace it with "face away from wall" so that when ever you blink into a wall, you are facing away from it rather than towards.
the facing points of interest automatically is really hard to use quickly, and makes you potentially blink around in circles.
Comments
So, my suggestions:
- The sound effect should vary between the distance of the blink. For example a short high pitched blink sound would indicate a short distance blink, while a longer low pitch noise would signal a longer distance travelled.
- On a longer blink, there might be a slight bit of delay between the moments you disappear and reappear. That's another way of giving it 'feel' instead of just teleport-identify location-teleport routine.
One pretty neat thingy might be teleporting fade first and then playing the teleport sound on the starting point of the teleport. That way the fade could basically hear his starting location in relation with the present location. Yet another way of communicating how the blink went.
I don't particularly like any kind of automatic view reorientation, but I'm not going to comment on that until I get to try it properly.
It does come in handy - perhaps if you hold alt or something it faces to a POI, but without it you just face forward? Or maybe have the POI kick in after a second or two.
Otherwise it prevents you jumping to a certain point to get ahead etc instead of walking.
I would like to be able to though jump behind a marine still etc.
It does come in handy - perhaps if you hold alt or something it faces to a POI, but without it you just face forward? Or maybe have the POI kick in after a second or two.
Otherwise it prevents you jumping to a certain point to get ahead etc instead of walking.
I would like to be able to though jump behind a marine still etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
ahh great idea :)
Maybe this could work - when you depress the RMB to teleport, if you keep it held down instead of a quick click, you face the nearest enemy... No extra key.
I would suggest the same for the gorge and the hydras too, I think it would make more sense to have him hurl a glowing yellow/green loogie like in the orginial gorge concept, that would stick on surfaces but disappears after a short while unless primary fire is pressed again while aimed at the loogie, spraying it with the hydra seeds, draining plasma and causing the hydra to start growing only then. The loogie would be about the same size as the hydra when first planted. So the loogie is the fertilizer, and the spray afterwards deposits seedlings of whatever is going to grow in the loogie, thus opening up the possibility for the gorge to plant more than one structure type. The loogie doesn't drain plasma but to avoid spamming each gorge would be limited to a certain number of loogies in the world at any one time, maybe 5-8. So he could spam those 5-8 loogies and then fertilize them with the appropriate seeds before they'd disappear.
By using this method, it doesn't detract from immersion with seethrough models popping up all over the place. But instead provides a "believable" way for the Fade to blink and the Gorge to plant stuff.
I also wondered who that other fade was, and how he moved like he did, until I figured out it was a ghost. I actually think it shouldnt contain a fade model, just a modified blink effect (so you dont think somone actually blinked there).
The facing is a big problem though, I think it should make you face same dir you did before blink by default, but if you press left click after the blink and something is close enough, it faces the point of interest.
Because I have tried to flee countless times just to end up facing the marine im fleeing from and running directly at it again, then repeat until I die, and sometimes I just wanted to make the effect for covering skulks, ending up dying cause I cant blink away and wasted my energy on blinking into him several times.
Yet I like that it has this autoaim, those times I actually tele directly to a marine to kill him, helps alot for lowering the time you are confused of where marine is local to you (it is forward).
Also I am not sure if it already does this, but when you aim @ a marine when blinking, it should position you behind it if you can be place there.
tl;dr
I think the fade ghost model at blink should be removed, and only be fx ghost
I think fade shouldnt autoaim after blink, unless you attack directly after it
Also go with the OP's suggestion of just having the fade always face away from a near wall to.
If the autotarget is necessary, can we have it as a shift toggle or something similar to that? I think I'd feel most comfortable with it as something I can use conciously by pressing down a specific key and then releasing the actual blink. Without the key pressed down I'd always know that I'm still facing the same direction, no matter what happens on the target area.
A input based direction system, where your direction coming out of the blink depends on what key you were holding as you blinked, would be much better. So for example if you were holding backwards you would come out of the blink facing the opposite direction, if you were holding left you'll be facing left etc and combinations of keys would give diagonals. Default would be forwards.
Finally, an option to not have the hologram fade and to just blink where it would appear at your crosshair would be nice.
A input based direction system, where your direction coming out of the blink depends on what key you were holding as you blinked, would be much better. So for example if you were holding backwards you would come out of the blink facing the opposite direction, if you were holding left you'll be facing left etc and combinations of keys would give diagonals. Default would be forwards.
Finally, an option to not have the hologram fade and to just blink where it would appear at your crosshair would be nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
I was first going to vote for holding eg. alt for POI blinking, but this sounds even better!
Anyway I definitely do agree by just a 15 minutes of playtesting that it can't be left POI only.
It might work well when attacking but it definitely brings trouble when retreating.
I was first going to vote for holding eg. alt for POI blinking, but this sounds even better!
Anyway I definitely do agree by just a 15 minutes of playtesting that it can't be left POI only.
It might work well when attacking but it definitely brings trouble when retreating.<!--QuoteEnd--></div><!--QuoteEEnd-->
This does sound awesome, and very intuitive... but perhaps this could be taken further combined with adding a delay to the blink.
Perhaps when you blink you are stuck in a 'wormhole' like state, so that until you will not reappear until you press a direction key to the way you want to face.
Obviously this could be abused, so perhaps the delay should be limited to around 1-2 seconds.
Is this going too far, or no?
like when you first press blink, you actually dissappear (blink out) (but your camera view stays there)and you don't appear again until you either:
-blink to destination
-cancel blink and appear in the same spot
-run out of energy -edit:(which would be getting used up from being in the blink state)
I considered this and thought it might come off as a bit weird since you're forced to strafe and move around whenever you want to turn around. You'd also easily end up facing the wrong way, since the blink is in no way that accurate on long distances and defining whether you warp in front of or behind the target isn't that easy.
I'm in total favour of system like this if it works reliably with the teleport accuracy and control scheme in general though. I guess it might be worth a try. Runteh's 'wormhole system' might help things out a bit at least.
I'm in total favour of system like this if it works reliably with the teleport accuracy and control scheme in general though. I guess it might be worth a try. Runteh's 'wormhole system' might help things out a bit at least.<!--QuoteEnd--></div><!--QuoteEEnd-->
True, perhaps having the strafe keys influence direction would be a bit off - would need to be tested though. At least the forwards and backwards keys can be used intuitively though to force a direction. You could have it so if no key is held whilst blinking it does POI but I still think that not having any POI makes blinking the correct distance and whatnot a little bit more skillful (and less disorientating). Hopefully gauging the correct distance is something a little bit of practice can give you. I'm not sure how the location hologram is anchored to your crosshair, but having it so the base of the blink location is at your crosshair would be smart. Blinking would be like 'firing rockets' in such that you'd aim at the ground you want to appear at. You might also then be able to blink without the hologram and having to click twice (should definitely be an option to do that).
The wormhole idea is interesting, but it could make blinking a little too easy... If things got hot you'd just enter the wormhole, spend a couple of seconds calmly figuring out what to do and then easily escaping to safety. Even 1-2 seconds is enough to line up a perfect blink into a vent or something. Not to mention chaining a few blinks together would mean you could spend more time in the wormhole than outside vulnerable to marines.
The whole fade/marine encounter needs to be super frantic but controllable and skill based.
Perhaps when you blink you are stuck in a 'wormhole' like state, so that until you will not reappear until you press a direction key to the way you want to face.
Obviously this could be abused, so perhaps the delay should be limited to around 1-2 seconds.
Is this going too far, or no?<!--QuoteEnd--></div><!--QuoteEEnd-->
Addition: Hit two keys at once to face diagonally. Hit one key twice in succession to face in that direction. Pressing opposite directions does nothing. If the delay runs out, you face forward after blinking.
W+D = face forward and right. A+S = face backward and left. D+D = face right.
That way you don't have to stop moving before using Blink for fear of your walking input accidentally becoming your facing input. And you have twice as many directions to face!
The delay should be 1 second or a tiny bit less than one second (like .8 or .9 seconds).
Sound good?
I think steep adren drain while 'ghosting' might be able to balance that. At best it could give fade a bit more unpredictability and break the certain teleportation rhytm if the fade wants to do so. For example a fade could enter a fight, then momentarily disappear and let the rest of the aliens move in and then reappear in the chaos. That kind of approach could give fade extra depth in adren management without forcing newbies to instantly master it.
Or maybe the ghosting fade could be scanned to force it visible again.
1.) Click once then click again to confirm (as it is currently), when released you blink there and facing in the direction you blinked.
2.) Click and hold then draw a vector to where you want to be facing, when released you instantly blink there and face that direction.
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Press and hold button, then mouse moved to player's left. Now arrives at that point facing left.
1.) Click once then click again to confirm (as it is currently), when released you blink there and facing in the direction you blinked.
2.) Click and hold then draw a vector to where you want to be facing, when released you instantly blink there and face that direction.
Press and hold button, then mouse moved to player's left. Now arrives at that point facing left.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ideally, I want to be able to blink very quickly with a single mouse click (I'm not really a fan of having to use the hologram). In the middle of a fire fight there's no way I want to be holding down the mouse button and drawing a direction to face.
Here's my suggestion: use blink (the Fade vanishes to marines and the alien player sees the hologram for positioning) - then, you have a few seconds to choose your blink location after which it times out and you automatically blink to that location.
- Like an option to enable autodirection at enemy players only / not structures anymore. (options menu) - this is a big problem in base harrasing, because sometimes you can get lost and die, autodirectionthing seems to always face into the wrong direction in OHSHIZZLE situations. (no i dont want to look into that sentry barrel!)
- Option to turn the autodirection completely off. (options menu)
- a Hotkey, if shift key is active while you enable the blink ghostmodel => no direction change.(ghostmodel resets and faces forwards only)
- if autodirection is disabled in the options menu, shift enables it while active.
- if autodirection on enemy players only, shift -> autodirection enemy players only
How about disabling the autodirection, and using shift to blink to your destination facing backwards. So there would be the option of click then click again for blink, or click then shift+click to 180 blink.
Means you'd always be certain which way your blink will end up, and it wouldn't interfere with general movement to have some options. From experience with other games, using a direction for it could go wrong in a frantic fight way too easily, or lead you into too many bullets as you move while trying to line up a blink properly.
Honestly, I think this is perfect. It's a very elegant and simple solution. Great suggestion.
Fades can be complete and utter b******* to kill on NS1 as they are in their corporal flight mode, giving them the ability to wander up blink in, kill a marine and then disappear at their leisure to safety will just break the game as it would be just too frustrating for marines to carry on playing.
Blinking should be a rapid hit and fade system (hence the name) but there does need to be skill and some drawbacks to it, some of the above ideas are very cool from a fade perspective but completely unreasonable from a balancing standpoint.
Also I hope as an shift-fire you could have a NS1-style blink.
PERFECT. simple solutions are always the best :)
combine this with automatic "facing away from wall" and the fade will be deadly cool.