Phasegate Network Organization

SariselSarisel .::' ( O ) ';:-. .-.:;' ( O ) '::. Join Date: 2003-07-30 Member: 18557Members, Constellation
<div class="IPBDescription">to get where you want when you want</div> Often, you'll need to get to a specific location through the phasegate network. As of yet, there is no official patch including menu selection for the locations you'd want to travel to. How does it work right now?

Very simple. The order that the phasegates are built in determines the phasing order.

Let p1...p# represent unique phasegates.

That means that if the build order is p1, p2, p3, then a marine taking p1 will get to p2, a marine taking p2 will go to p3, a marine taking p3 will go to p1, and so on.

If p2 is recycled, then p1 will take a marine to p3. If p1 is recycled, then p3 will take the marine to p2. You get the idea by now.

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For those commanders that have enough resources, it is recommended to use multiple phasegates, and to set them up in such an order so that there is no endless cycling between phasegates to get to a certain location which is under attack/needs welding/etc.

Take ns_eclipse for example:

Lets say that p1 is in marine start, put p2 in the eclipse hive, p3 back in marine start, p4 in computer core hive, p5 back in marine start, p6 in maintenance. Now you have a nice network of phasegates going to the hives. p1 will take marines to eclipse hive, p3 will take marines to computer core, p5 will take marines to maintenance.

The problem becomes apparent when a hive phasegate gets destroyed, and the entire organization get summoned to hell. A solution to this problem would be to have 2 phasegates in each hive, one placed after the other. So if one was destroyed, the other would still be operational. Also, if one of them has an alien or marine on top, the other would still work from the original marine start phasegate. The only problem remaining is to remember which phasegate goes where. I'd suggest placing the phasegates 'pointing' towards the location they would lead to.

This may sound costly, but if you have the money it can be very useful. Or the development team could code a system for phasegates that allows for selection. Or you can just go ahead and phase around the entire map to get to a phasegate that doesn't work.

Comments

  • DeathclawDeathclaw Join Date: 2003-08-07 Member: 19172Members
    If you are at P1, and an Onos is on P2, do you get warped to P3 or does the PG not work?
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    You get warped to P3. It skips over the phasegate that has something over it, which is very frustrating if you have to go through about 5 other phasegates to get back to the first one.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    edited August 2003
    Here's an example of such a network.

    The arrows represent where each phasegate goes. The order is in Roman numerals, I, II, III, IV, V, VI, VII, VIII, IX. Suppose that the 3 phasegates that are above the rest are all in marine start.
  • PaaDiiPaaDii Join Date: 2003-08-20 Member: 20027Members
    Looks quiete easy.
    But as u said. Expencive.. EXTREMLY..
    and its like begging to get ejected by newbs that thinks its a waste and doesnt see the picture.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Not only is this extremely expensive and take a good deal of time, but it also relies on the fact that you will be able to get everywhere you want to exactly when you want to. You can't plan ahead of time "I need to place a phase here so I will warp here when I get that up." Games don't work like that, things get changed up way too often. You're not accounting for the fact that forward bases and assault staging areas need to be set up as well.

    If you really plan on using this network as you say, you need at least 7 phase gates, not including unaccounted for ones. Personally, I think it's better to put one where you need it and use all the res you've saved on upgrades and equipment.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Like I said, it isn't really that cost efficient. But if you want to make a secure channel to a location, simply place a phasegate at marine start, and the next phasegate in the location you want marines to have quick access to. That way, there's no cycling of phasegates. That's 30 resources for a secure phase channel.

    The point is that you place the phasegate at the spawn location first, then at the new location. That's how you get a secure phase channel.
  • G4B2SWrathG4B2SWrath Join Date: 2003-08-03 Member: 18846Members
    <!--QuoteBegin--Sarisel+Aug 28 2003, 10:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Aug 28 2003, 10:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As of yet, there is no official patch including menu selection for the locations you'd want to travel to. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Of course, there is an <i>unofficial</i> patch. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Let me introduce you to a few handy <a href='http://www.voogru.com/plugins.php' target='_blank'>plugins.</a>
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