commander chooses IP direction

schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
edited August 2012 in Ideas and Suggestions
<div class="IPBDescription">for spawning players</div>I'd like for the commander to be able to choose which way marine players face when they spawn from an IP - the same way you do now by rotating the phasegate or turrets.

its a small thing I know, but I always see players spawn in and spin around a bit until they get their bearings (basically to find the armory).

I'd like to be able to help players face the correct way :)


<i><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->edit: corrected typo in topic title --Zaggy<!--sizec--></span><!--/sizec--></i>

Comments

  • 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
    edited August 2012
    Another idea is to spawn facing wherever you're looking at the time.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <!--quoteo(post=1959579:date=Aug 8 2012, 11:05 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Aug 8 2012, 11:05 PM) <a href="index.php?act=findpost&pid=1959579"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another idea is to spawn facing wherever you're looking at the time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is included in Build 215. It's just harder to notice because of thirdperson (you could be seeing in a desired direction, but view blocked by wall like in Data Core)

    You can also set a rally point from any IP for auto-waypoint to any newly spawned Marines.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    <!--quoteo(post=1959587:date=Aug 9 2012, 01:28 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Aug 9 2012, 01:28 AM) <a href="index.php?act=findpost&pid=1959587"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is included in Build 215. It's just harder to notice because of thirdperson (you could be seeing in a desired direction, but view blocked by wall like in Data Core)

    You can also set a rally point from any IP for auto-waypoint to any newly spawned Marines.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If this is suppose to work in current 215, then it's broken. I can stare all day long in one direction waiting to spawn but alway end up looking the other direction.
    The IP's always face you in the direction that the little steps on the IP are facing.
  • 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
    Yeah, It happened before and I was surprised that they finally did it. Then later it stopped working.
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    +1 on it getting in/fixing its implementation. This has always bothered me.
  • CloveClove Join Date: 2007-01-24 Member: 59739Members
    Wanted to bump this.

    I thought it was fixed this build (216) and it seems to work sometimes, but not others. (That is, spawning the way you are spectating when waiting to spawn.)

    I feel fairly certain that the stairs have no bearing on the spawn direction...

    I guess I wouldn't mind not being able to choose the direction, if it wasn't random.

    Also switching eggs (clicking to choose a different egg) is seemingly impossible, I wonder if they mean to keep that feature in. Spawning near the hive that is under attack is helpful sometimes, but when it's overrun, spawning into the barrel of a flamethrower is less helpful. With a little chance to be able to tell whats going on even just 1 second before popping out would be really helpful.


    And as a p.s., I like the little zoom out to third person when starting an evolution, but always jarred popping back when it's done. Why not zoom back in right before spawning.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited August 2012
    I was thinking this too...

    But also, just before you spawn, the view should 'MOVE' in towards the centre of the portal at eye level. Sort of an accelerated movement, maybe with a 'blink' like effect as you get close.

    I think that would make it a little more immersive and less juddery.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    Yeah, sometimes it works and other times it doesn't. Can't quite figure out the pattern.

    Hopefully cleared up in 217.
  • CloveClove Join Date: 2007-01-24 Member: 59739Members
    219 and this remains a mystery.

    Would love to have an official explanation or "post 1.0" about this.

    I know it seems like a nit-pick but players deal with this a hundred times a game. Maybe more if you're a lousy shot like me.

    -C
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited September 2012
    @Clove: It shouldn't be random any more. You spawn facing the same direction when you were spectating the Egg or IP, and now when you do this, your camera will not noclip through a wall (blocking your vision)
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1977182:date=Sep 14 2012, 05:55 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Sep 14 2012, 05:55 AM) <a href="index.php?act=findpost&pid=1977182"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Clove: It shouldn't be random any more. You spawn facing the same direction when you were spectating the Egg or IP, and now when you do this, your camera will not noclip through a wall (blocking your vision)<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is awesome :)

    CLOSE THE THREAD! :D
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