phase gate headaches
Racer1
Join Date: 2002-11-22 Member: 9615Members
A couple comments about phase gates:
1. When teleporting, there is a bit of lag (which I am sure everyone knows about). However, due to this lag, you are actually sitting there for a second or so before you can take any action. This is a death sentence if there happens to be an alien nearby the destination.
- I'd like to see the game pre-load the new area before putting the player there.
- Alternatively, if the game could place the player "into the ether" during the time it is preloading, that would probably be best. As it would actually load after you leave the old location but before you arrive at the destination.
2. When you phase, it will sometimes rephase to the next place without you doing anything.
- I'd like for a player to actually have to leave the phase gate and go back in before it takes you to the next area.
1. When teleporting, there is a bit of lag (which I am sure everyone knows about). However, due to this lag, you are actually sitting there for a second or so before you can take any action. This is a death sentence if there happens to be an alien nearby the destination.
- I'd like to see the game pre-load the new area before putting the player there.
- Alternatively, if the game could place the player "into the ether" during the time it is preloading, that would probably be best. As it would actually load after you leave the old location but before you arrive at the destination.
2. When you phase, it will sometimes rephase to the next place without you doing anything.
- I'd like for a player to actually have to leave the phase gate and go back in before it takes you to the next area.
Comments
My idea for fixing this is allowing a small area in front and behind the pg which pre-queries the server for approval so that when the player runs through the pg, it's an instantaneous and smooth transition between pgs. Same instant response as we see in portal. This also allows the server to preload all the relevant information the player will encounter on the other side of the pg to prevent transport lag.
This does introduce a small problem if the pg loses functionality in that ~0.3 second (or whatever time the server requires) pre-confirm to actual pg surface though. But it's a lesser of two evils imo. Also with precaching data in this manner, a hack could use that data to reveal what is on the other end before a transport. Possibly encrypting the pre-cache data so that when you hit the pg surface you simply receive a key, and the data is now readable.
Either way this would be a lot of work over the current implementation.
When I read that I had a flashback to Stargate.
When I read that I had a flashback to Stargate.<!--QuoteEnd--></div><!--QuoteEEnd-->
This would change "an annoying hickup" to "a cool feature"
When I read that I had a flashback to Stargate.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, +1 on this. Although the loading is annoying, I understand why it's there, otherwise there would have to be some massive hack to get it working
We're planning on doing something like this, though the issue is really due to network lag rather than loading (I believe).
- people suggested to be able to chose your destination (in general it's not a bad idea, I liked this PG mod for NS1)
- short time invulnerable when you exit a phase gate
so, one idea I have:
you enter the PG, render the background black and apply some funky shader or cinematic. you are now "between the phase gates" and have 2 seconds time to click on a destination on a minimap which popped up (or press a number button to be faster). otherwise you will get ported to the standard destination. Combined with that, you can apply an additional delay (1 sec?) when you arrive on the other side where you are still invisible and invulnerable (but cannot shoot or move as well). that gives client side the engine the time to load / render / do whatever causes fps lag, and you are guaranteed to have that time server side and won't die in the second you loaded the area (or even before)
the delay and the time "in" the phase have to get adjusted to make sure its not annoying, and not slowlier than the current system
also, together with those changes, there could be a "phase cool down" for each marine. during that time you cannot use a PG (5 seconds or something). Such cool down would be annoying in the current model, but makes sense when it's changed to the one described above. (since you can phase to every destination without having to enter the PG multiple times)