Phase Gate: Disorienting

PlasmaPlasma 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?
«1

Comments

  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    seeing through it would be AMAZING.
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    Fix the massive hitch that occurs whenever you appear in a different part of the map (preferably for commanders too) and it'll be fine as-is.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1916222:date=Mar 22 2012, 11:20 AM:name=Uzguz)--><div class='quotetop'>QUOTE (Uzguz @ Mar 22 2012, 11:20 AM) <a href="index.php?act=findpost&pid=1916222"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fix the massive hitch that occurs whenever you appear in a different part of the map (preferably for commanders too) and it'll be fine as-is.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Members
    <!--quoteo(post=1916217:date=Mar 22 2012, 05:01 AM:name=Plasma)--><div class='quotetop'>QUOTE (Plasma @ Mar 22 2012, 05:01 AM) <a href="index.php?act=findpost&pid=1916217"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) "See" through the phase gate like Portal (technical challenge I know!)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Cory stated earlier that this will be added in after 1.0
  • weezlweezl Join Date: 2008-07-04 Member: 64557Members, Reinforced - Shadow
    UWE has said that in the end, the phasegates are supposed to work like in the game portal (or PREY for that matter)
    don't know how to find that statement though...
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1916234:date=Mar 22 2012, 10:13 PM:name=weezl)--><div class='quotetop'>QUOTE (weezl @ Mar 22 2012, 10:13 PM) <a href="index.php?act=findpost&pid=1916234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->UWE has said that in the end, the phasegates are supposed to work like in the game portal (or PREY for that matter)
    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.
  • BulletSponge51BulletSponge51 Join Date: 2012-03-06 Member: 148294Members, Reinforced - Shadow
    <!--quoteo(post=1916236:date=Mar 22 2012, 06:18 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Mar 22 2012, 06:18 AM) <a href="index.php?act=findpost&pid=1916236"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They could use a much more simplified process such as the camera system in GMOD/Stuff you see on televisions in Half-Life 2.<!--QuoteEnd--></div><!--QuoteEEnd-->


    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.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1916240:date=Mar 22 2012, 10:44 PM:name=BulletSponge51)--><div class='quotetop'>QUOTE (BulletSponge51 @ Mar 22 2012, 10:44 PM) <a href="index.php?act=findpost&pid=1916240"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Heh.

    But seriously, instead of projecting the view onto a screen like a traditional camera, have it appear in the phasing field.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    Death Gates need some work. They are fantastic when safe, but quickly turn into death traps with even a single skulk about.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1916242:date=Mar 22 2012, 11:03 PM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Mar 22 2012, 11:03 PM) <a href="index.php?act=findpost&pid=1916242"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Death Gates need some work. They are fantastic when safe, but quickly turn into death traps with even a single skulk about.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    <!--quoteo(post=1916242:date=Mar 22 2012, 01:03 PM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Mar 22 2012, 01:03 PM) <a href="index.php?act=findpost&pid=1916242"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Death Gates need some work. They are fantastic when safe, but quickly turn into death traps with even a single skulk about.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Oh look I can see through the phase gate! Hmmm, skulks are attacking it, no way I'm phasing through there...

    This is going to be a good addition to NS2.
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    <!--quoteo(post=1916231:date=Mar 22 2012, 08:58 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Mar 22 2012, 08:58 PM) <a href="index.php?act=findpost&pid=1916231"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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<!--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.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    <!--quoteo(post=1916245:date=Mar 22 2012, 12:08 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Mar 22 2012, 12:08 PM) <a href="index.php?act=findpost&pid=1916245"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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!
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1916247:date=Mar 22 2012, 01:20 PM:name=Uzguz)--><div class='quotetop'>QUOTE (Uzguz @ Mar 22 2012, 01:20 PM) <a href="index.php?act=findpost&pid=1916247"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    A frustrating thing for me is sometimes my computer hitches a bit too long when using a phasegate and I get sent back or sent to a different place than I wanted to go.

    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.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Really need to address the phasegates becoming so easily blocked by aliens.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1916281:date=Mar 23 2012, 02:46 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Mar 23 2012, 02:46 AM) <a href="index.php?act=findpost&pid=1916281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really need to address the phasegates becoming so easily blocked by aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->


    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.
  • Gorge CostanzaGorge Costanza Join Date: 2012-03-16 Member: 148861Members, Reinforced - Supporter
    <!--quoteo(post=1916288:date=Mar 22 2012, 09:10 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Mar 22 2012, 09:10 AM) <a href="index.php?act=findpost&pid=1916288"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Then make them more expensive.
  • SpaPalSpaPal Join Date: 2012-02-28 Member: 147699Members
    You know if your a marine and there is only 1 skulk on the other end, run into the pg while firing, works 50% of the time.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Still think the NS1-phasegates were better, no need to walk around it to and jump through at the right angle, just hop near it and spam use. Same with the CC... And the armory... Now get off my lawn.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1916288:date=Mar 22 2012, 05:10 PM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Mar 22 2012, 05:10 PM) <a href="index.php?act=findpost&pid=1916288"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1916306:date=Mar 22 2012, 05:57 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Mar 22 2012, 05:57 PM) <a href="index.php?act=findpost&pid=1916306"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1916329:date=Mar 22 2012, 06:46 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Mar 22 2012, 06:46 PM) <a href="index.php?act=findpost&pid=1916329"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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."
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1916350:date=Mar 22 2012, 07:13 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Mar 22 2012, 07:13 PM) <a href="index.php?act=findpost&pid=1916350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please read the whole post:
    "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.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    edited March 2012
    I bet someone else already suggested this, but I think it would be cool if entering the phase gate would teleport you to some kind of teleporting room first, in which you can see the outside of all pgs, like the portals from portal mentioned above).

    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.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    I pictured something simpler to overcome the hitch.

    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.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    If in NS1 there were that many PGs to the point it was working against the marines, 1 or 2 would be recycled. Lose a pair of PGs, gain the reaction-time to the remaining ones. A fair and balanced system that involved tactical decision-making on the part of the commander.

    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.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Just give the marine comm an ability to electrify the PG, this gives him a short window to send his marines back in. (As it will push away attacking aliens briefly) Additionally, it would be nice if the game somehow recognised when a PG is entirely blocked and would automatically shut it down, that would save a lot of unneeded marine casualties.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    just.. SOME WAY.. of contesting the PG. setting up a turret farm is impractical / not economically viable, and mines are nullified by cheap one click cysts.
    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.
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