Better Phasegate Concept

StueStue Join Date: 2002-11-03 Member: 6017Members
<div class="IPBDescription">the way it shud be</div> I think of this everytime i jump on a phasegate, getting ready to LEAP OFF when i reached the right location. Sometimes i cant jump off in time because theres some building next to it, so i get teleported till i get dizzy.

How about another way the phasegate works.
Make it <b>useable</b> via <b>use-key</b>, means it functions <b>only on request</b>. A marine goes to it, presses use, then a menu pops up displaying the <b>location names</b> where phasegates are built. After a click on the desired location the marine is teleported there and spawns next to the building.

It wud require some more thinking for teleport spamming by many marines teleporting at the same time. The <b>destination position</b> on the map must be unique and near the phasegate for every marine teleporting at the same time. So those infamous telefrags cud be prevented where some marine HURLS himself into the phasegate right after the former and telefrags the just landed marine on the other phasegate.

Phasegates are a struggle to use in my opinion. I hate this searching for the right location name by looping thru all phasegate locations until i have found the right one displaying on the hud and making me have to leap off the phasegate in milliseconds or ill have to do the whole loop again.

Any ideas on that?
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Comments

  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    From the coding point of view, I think making a phase gate "usable" shouldn't be too hard. It is the part of getting the menu up for selecting a location to teleport that will givesome problems.

    I think it is a good idea, many commanders like to place the gate at some stupid narrow corridors and marines tend to get teleported unintentionally.
  • DanSTCDanSTC Join Date: 2002-11-26 Member: 10046Members
    This sounds like a pretty good idea. Lag often causes me to miss my jump-off point, so I keep teleporting in an endless loop until I can finally get off at where I want to go. Making it function via use-key or by some other similar measure would eliminate this annoyance.
  • FmarvezFmarvez Join Date: 2002-11-12 Member: 8364Members
    Good Idea. I like it. I think mikey likes it too.
  • RezykRezyk Join Date: 2002-11-03 Member: 6093Members
    <!--QuoteBegin--Stue+Nov 28 2002, 12:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stue @ Nov 28 2002, 12:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How about another way the phasegate works.
    Make it <b>useable</b> via <b>use-key</b>, means it functions <b>only on request</b>. A marine goes to it, presses use, then a menu pops up displaying the <b>location names</b> where phasegates are built. After a click on the desired location the marine is teleported there and spawns next to the building.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    How would the aliens use it? It would break some of the game-illusion for an onos to walk up and start browsing through a marine building's menu system...
  • VinceVince Join Date: 2002-11-23 Member: 9705Members
    Heck i dont even care if a pop up menu appears...
    I just like the idea of pressing the use key on the phase gate
  • UnknownUnknown Join Date: 1970-01-01 Member:
    the use key would work perfect, make it just like the movement chamber, i've always ran into it as an alien on accident
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    Yea, I like the use key idea too, with or without a menu it would work for both marines and aliens.
  • VippiNVippiN Join Date: 2002-11-25 Member: 9955Members
  • MisfireMisfire Join Date: 2002-11-03 Member: 5764Members
    This is great idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->


    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
  • RezykRezyk Join Date: 2002-11-03 Member: 6093Members
    How can it be a great idea when it's not even complete yet?

    The use key would be great if we could come up with a great way to prevent the easy telefragging that would result.
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    <!--QuoteBegin--littlewild+Nov 27 2002, 07:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (littlewild @ Nov 27 2002, 07:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->From the coding point of view, I think making a phase gate "usable" shouldn't be too hard. It is the part of getting the menu up for selecting a location to teleport that will givesome problems.

    I think it is a good idea, many commanders like to place the gate at some stupid narrow corridors and marines tend to get teleported unintentionally.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hell thats not a problem. Every item already has a location maker, and each marker can have a label. Thats why you can make scripts with variable that tell everyone where you are, how much health and ammo you have, etc.

    All you do is have each phase gate have a location, when you hit use you get a graphic icon of each phase gate, hold your cursor over it and select the one that reads the correct location. Easy. Everything to do it is already in the game, just needs implemented.
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    <!--QuoteBegin--Rezyk+Nov 27 2002, 07:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rezyk @ Nov 27 2002, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Stue+Nov 28 2002, 12:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stue @ Nov 28 2002, 12:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How about another way the phasegate works.
    Make it <b>useable</b> via <b>use-key</b>, means it functions <b>only on request</b>. A marine goes to it, presses use, then a menu pops up displaying the <b>location names</b> where phasegates are built. After a click on the desired location the marine is teleported there and spawns next to the building.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    How would the aliens use it? It would break some of the game-illusion for an onos to walk up and start browsing through a marine building's menu system...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Dont' think they should be able to use it. The gate should recognize the alien biology of the phaser and dissasemble it at the atomic level. Then the alien could be fed into the nano-sludge for extra material. HEHEHE <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • EzekielEzekiel Join Date: 2002-11-01 Member: 3006Members
    pretty damn good idea.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    they might have to change the model a bit though, because right now it looks like a constantly open portal.
  • SpectracidePAK9SpectracidePAK9 Join Date: 2002-11-06 Member: 7336Members
    I like the idea. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • RavlenRavlen Join Date: 2002-11-08 Member: 7713Members
    They should fix movement chambers IMHO too, but just slightly. As it stands, sometimes you can't get to a third hive... Not important really, as if you have three hives you are on the way to a win 90% of the time... but those other 10% of the time are annoying, when you are in generator, need to go to ventilation, and the movement chamber drops you off at sewer. Use the one in sewer, back you go to generator.

    Annoying, but not serious I guess.

    Ravlen
  • StueStue Join Date: 2002-11-03 Member: 6017Members
    Yeah i think if the phase gate gets an interface popup kinda thing the movement chamber shud get one as well.

    Nice that you all support the idea. I wonder why it hasnt been brought up before.

    Harry S. Truman:
    We can make scripts using variables like location, health, ammo, etc? If so theres nothing id be more curious about than this. Ive wondered if that worked since quite a while now, havent received a helpful response yet tho.
  • RavlenRavlen Join Date: 2002-11-08 Member: 7713Members
    Er.... I don't want a pop-up, just the ability to go to all three hives <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> As it stands, you usually end up warping between two hives (the two furthest apart).

    I don't see the need for a menu for the phasegate really, I can just jump onto one, and keep walking forward. If I'm in the wrong one, I walk backwards into it again, rinse repeat. That's the disadvantage of littering the map with phase gates... it makes it take more time to get somewhere.

    Ravlen
  • StueStue Join Date: 2002-11-03 Member: 6017Members
    But how do you wanna warp to a specific hive without an interface? You press use and what happens? Well you might <b>cycle</b> thru all hives, yes. That wud work. Like the phasegate.
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    I'd rather cycle than go to the hive I want.. mainly because sometimes you may just come through a movement chamber and find a lone marine building a turret factory or phase gate. (This has happened too many times to me..)
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--Ravlen+Nov 27 2002, 11:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ravlen @ Nov 27 2002, 11:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->They should fix movement chambers IMHO too, but just slightly. As it stands, sometimes you can't get to a third hive... Not important really, as if you have three hives you are on the way to a win 90% of the time... but those other 10% of the time are annoying, when you are in generator, need to go to ventilation, and the movement chamber drops you off at sewer. Use the one in sewer, back you go to generator.

    Annoying, but not serious I guess.

    Ravlen<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think that is intentional. For whatever reason, it drops you at the farthest hive. They should probably work just like phase gates. Although that might give an advantage to aliens. Maybe like phase gates but just for hives. That way at least you can get to all of your hives.
  • SamWSamW Join Date: 2002-11-01 Member: 2515Members
    edited November 2002
    <!--QuoteBegin--Harry S. Truman+Nov 28 2002, 02:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harry S. Truman @ Nov 28 2002, 02:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Rezyk+Nov 27 2002, 07:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rezyk @ Nov 27 2002, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Stue+Nov 28 2002, 12:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stue @ Nov 28 2002, 12:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How about another way the phasegate works.
    Make it <b>useable</b> via <b>use-key</b>, means it functions <b>only on request</b>. A marine goes to it, presses use, then a menu pops up displaying the <b>location names</b> where phasegates are built. After a click on the desired location the marine is teleported there and spawns next to the building.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    How would the aliens use it? It would break some of the game-illusion for an onos to walk up and start browsing through a marine building's menu system...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Dont' think they should be able to use it. The gate should recognize the alien biology of the phaser and dissasemble it at the atomic level. Then the alien could be fed into the nano-sludge for extra material. HEHEHE <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think they should make a phase gate upgrade like that (each phase gate would have to be upgraded) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I think the mariens should be able to choose their destination witht the phase gate. and the use key too. great ideas and if an alien uses the phase gate the alien will teleport to any random location (as the aliens, not knowing how to use the interface would just hit some random place)

    if this is implemented: then the phase gates should also eject pple after they are teleported. and if two pple go to a teleporter at once they wait in line to be ejected out at the othe end
  • NubiNubi Join Date: 2002-11-10 Member: 8026Members
    jI like the idea of just "using" the gate

    Reason being is I hate when ur a fade or something and u accidentally walk into one while trying to destroy it and u end up getting slayed by 500 turrets in their main spawn
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    Oh ya this is a good idea.... I (I am certain just about everyone ) has experienced the OH UH i just teleported syndrome. While usually being more then just annoying, it can sometimes cost you precious time and at a few other rare times even death.,. The menu idea is nice but I think you would then run into the problem of marines all standing around the phasegate lagged out and unable to select the destination...
    I like this I hope it gets implemented because there are some spots where it is just hard to drop a Phase gate in the middle of the room, In addition you usually want to put in away from the action so your troops don't Phase into getting raped by fade rockets etc,..
    Texas Ranger


    This one deserves a look at by the Devs.
  • JdeFalconrJdeFalconr Join Date: 2002-11-01 Member: 2792Members
    This isn't a bad idea, the menu could easily be like the normal command menu. Perhaps for aliens instead of getting a menu, as they can't interface with it, aliens using gates would be teleported to random locations. Actually, that would be kind of funny...
  • LindstromLindstrom Join Date: 2002-11-25 Member: 9865Members
    I don't think that aliens shouldn't be able to use the phase gate, I like the idea that for an added convinence you need to watch your back more. If anything have it do some dmg to an alien who uses it, maybe it doesn't reassemble them quite right. But don't remove the use of the phase gates from aliens.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    I agree, its quite amusing to see a fade pop up in the middle of a marine base to chop down a row of marines waiting for ammo, or else explode instantly due to the number of turrets firing at it.
  • HellNinjaCommandoHellNinjaCommando Join Date: 2002-11-25 Member: 9966Members, Constellation
    i dont like the menu idea, mainly because the manual says somthing somewhere about the way the system works its impossible to discern locations in loops, and it is also incapable of determaning exactly what uses it, like aliens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I dont ever have problems of not getting out of the gate in time after i port, but i do have problems when the location of the gate is crowded and its nearly impossible to get around it without stepping on it, sooo, i think some sort of method involving the use key would be a good idea <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • AceTAceT Join Date: 2002-11-11 Member: 8171Members
    Yeah over croweded buildings. Everything so close together that you haver to jump on building to get to where you want to go.
  • Crazy_DogCrazy_Dog Join Date: 2002-11-01 Member: 2701Members
    <!--QuoteBegin--Madjai+Nov 28 2002, 02:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Madjai @ Nov 28 2002, 02:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->they might have to change the model a bit though, because right now it looks like a constantly open portal.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    lol make it look like a phone booths and you use them like get smart!
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