Phase Gates

Bad MojoBad Mojo Join Date: 2009-05-01 Member: 67317Members
<div class="IPBDescription">Choosing your Destination</div>I would be surprised if this hasn't been addressed by the devs or by other forum members/beta players, but am I the only one that finds it annoying to walk through a phase gate, not being entirely sure which phase gate I will come out of on the other side? Obviously excluding the scenario where there are only two PGs at the time and you know where the other one is.

Shouldn't there be a way to interact with the phase gate and specify your destination, or at the very least have some sort of display that lets you know where you'll appear on the other side?

What I think would be cool (and there are several ways to implement this, most probably being much simpler) is an interactive screen similar what is used in Doom 3 to choose what floor you want to go to on an elevator. Sometimes it's only one choise, but you still know where you're giong at least. Another option would be to pop up the minimap when there are multiple possible destinations when you're standing inside the phase gate itself, have the minimap pop up with small phase gate icons in each location where they exist and are built/powered.

This also might help avoid the laggy delay that is felt when walking through the phase gate as it is currently.

Comments

  • tschumanntschumann Australia Join Date: 2010-05-26 Member: 71862Members
    While I'm not sure, I just assumed that phase gates were like this by design. They were like this in Natural Selection, but if you wanted to know where you were there was a plugin that let you choose.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited October 2012
    Phase gates would benefit hugely by a pop-up "overlay" of the map with PGs highlighted that you click on to travel there, or something like a pop-up "destination rose" a la comm rose in the early battlefield games - something unobtrusive that lets you select a destination in a fraction of a second as you enter using one click at most or even just a mouse movement.

    <a href="https://www.youtube.com/watch?v=jwyuyEjfonM" target="_blank">https://www.youtube.com/watch?v=jwyuyEjfonM</a>
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1956186:date=Aug 3 2012, 09:36 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 3 2012, 09:36 AM) <a href="index.php?act=findpost&pid=1956186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would be nice to know where you will end up.
    see pic:

    <img src="http://img163.imageshack.us/img163/8351/pgnames.jpg" border="0" class="linked-image" />



    It would also be nice if the destination phasegate is getting attacked that all other phase gates flash red and the blue holographic thingy goes red and static with each hit to indicate malfunction on the other end (and you don't go thru to your doom, unless everyone else is going in with you) :)<!--QuoteEnd--></div><!--QuoteEEnd-->
  • tschumanntschumann Australia Join Date: 2010-05-26 Member: 71862Members
    I do think it's a good idea, but as I think about, maybe there's a balance reason that the destination is random.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    edited October 2012
    It would be cool if you could see the room in the phase gate like a hologram, so when you phase through your not disorientated for half a second then realise where you are.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited October 2012
    <!--quoteo(post=1986403:date=Oct 2 2012, 08:01 PM:name=tschumann)--><div class='quotetop'>QUOTE (tschumann @ Oct 2 2012, 08:01 PM) <a href="index.php?act=findpost&pid=1986403"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do think it's a good idea, but as I think about, maybe there's a balance reason that the destination is random.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The destination right now is NOT random; it's always sequential - from the earliest-built to the latest-built phase gate, in the order that they were built. If a PG is destroyed and remade it is moved to the end of the queue - they work like a stack. And for the little "balance" this provides, it certainly causes a lot of frustration for both players and commanders IMO. The current implementation promotes "stupid" micro and strategies like recycling a phase gate just because "we have too many phasegates." In other words, it's a game mechanic gets in the way of enjoyable gameplay - like a badly designed user interface element in a RTS for example.
  • Bad MojoBad Mojo Join Date: 2009-05-01 Member: 67317Members
    I think the hologram idea is cool but unnecessary, only because it doesn't really add to the functionality or ease of use.

    That brings up another point, however. The other problem I've had with phase gates is there is no way to tell which way to walk through it, or if it even makes a difference, but it is disorienting because often I will intuitively expect to be facing the center of the room, but find myself running into a railing or a wall or something and have to find my bearings.

    I haven't done any testing on this to know if the direction you enter through the PG matters; it's something that just came to mind. Also it is heavily impacted on commander placement, and there isn't much that can be done to control that. Maybe just arrows that indicate for both marines (when standing nearby looking at it) and the commander (when building it) which way is entry and which is exit.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited October 2012
    In my experience this is how entering/exit works:

    Entrance doesn't matter, the PG should work from both sides. In fact, I don't think there's "entering" a phase gate - just an area which you get "phased" if you stand in for a certain amount of time (some fraction of a second). Also, a lot of people don't know this (I see them running in and out) but if you just STAND inside a phase gate, you'll continue to be phased around the map automatically - you don't need to run in and out like a headless chicken. In fact, when there are many phase gates, I usually walk into the first one and hold my map open and then walk out only when I reach the phase gate I am looking for.

    Exit is one-directional. A phased-in marine always faces a certain way; the way that the marine is facing when he gets phased-in is always the way the commander orients the phase gate when he issues the build order. I've seen some commanders "misplace" phase gates by orienting them towards walls or placing the exit over drops, which makes exiting those phase gates a royal pain in the a**. So, if you're a marine com, don't just double-click on phase gates, single click and then rotate the PG the way you think your teammates would like to be facing when they exit - preferably not towards a wall a foot away.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    <!--quoteo(post=1986441:date=Oct 3 2012, 02:21 PM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Oct 3 2012, 02:21 PM) <a href="index.php?act=findpost&pid=1986441"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->preferably not towards a wall a foot away.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Butbut
    Walls are where we all want to go!
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    I played on tram once, and I can't remember where the phase gate in question was, but you couldn't exit the thing without dropping from some high ledge and then you had to walk back around some stairs to get to the armory and back to the PG itself. It was a little hilarious in a trolly way, but also quite annoying. Not sure if the com. did it on purpose; didn't ask.
  • EgoGamerEgoGamer Join Date: 2012-06-21 Member: 153536Members, Reinforced - Onos, WC 2013 - Supporter
    How about if all phasegates had an assigned number that was visible on the map at a glance (perhaps even a little list to the left or right of the map with corresponding room names), and automatic phasing was removed.
    Then give the marines the ability to phase to X phasgegate by pushing that number on their keyboard while standing in the phasegate field.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    edited October 2012
    If you could assign destination then you would need to have some way to discourage placing a PG everywhere, they are cheap (15 tres) and currently the reason you dont spam them constantly is because it can take al ong time/confuse people to have to hop through 4 gates to the node thats under attack. Potentially increase the cost for each PG on the map? (first 2 are 15, then increase by 5 per PG)
  • EvoluteEvolute Join Date: 2012-10-03 Member: 161361Members, Reinforced - Shadow
    edited October 2012
    What about the commander having a button to "reset" the phase gate values from the home gate out? So the first gate up would be 0 (I'm assuming you put it in the first spawn area) and each gate going out from there would have a corresponding number. That way you could keep the current system in place without changing too much.
  • CimCim Join Date: 2012-02-25 Member: 147403Members
    <!--quoteo(post=1986485:date=Oct 3 2012, 12:41 AM:name=Evolute)--><div class='quotetop'>QUOTE (Evolute @ Oct 3 2012, 12:41 AM) <a href="index.php?act=findpost&pid=1986485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about the commander having a button to "reset" the phase gate values from the home gate out? So the first gate up would be 0 (I'm assuming you put it in the first spawn area) and each gate going out from there would have a corresponding number. That way you could keep the current system in place without changing too much.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think that's the best solution all around. It would also help new players, as they would only have to phase once to get some place useful, while still keeping the balance thing of having a bigger PG network taking longer to navigate. Combined with some kind of visual representation on the map, showing where you'll end up with the current PG setup... and it would give a better sense of agency.

    Right now it's really confusing for new players, or even veterans if you just joined a server without actually seeing the PG's go up one by one. Having to phase through the whole network to figure out where each one is just feels like a lack of information.
  • KasperleKasperle Join Date: 2004-09-29 Member: 31990Members
    There is no lack of information if u pay attention, as the phase order is defined by the buildorder of the phasegates (joining late is a special case and shouldnt be taken into consideration). As soon as the marines have more then two phasegates, it adds diversity to the tactical gameplay for aliens. Marines usually have a pg to hold a certain location and a forward pg. The forward pg needs constant reinforcements as long as aliens manage to kill some marines there. Its often pretty hard to get to the point, where aliens actually can begin to attack the pg itself. Splitting the alien forces to attack both phasegates, to attack forward pg and delay or diminish the reinforcements by attacking the other pg, is a strategic choice with its own up- and downside.
    If u change the mechanic of the phasegate, u limit the diversity of tactical gameplay and the basis of decisionmaking on both sides.
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    I think that being able to choose your destination would affect balance negatively, for reasons already mentioned, but a tag showing me where I am going to end up would be very helpful.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    you should be able to just press use on them to travel through this would solve the problem of having to run through multiple times to get to where you want.
  • BeelzebubBeelzebub Join Date: 2012-08-12 Member: 155506Members
    Are you serious? Without aliens having even an an option to teleport back to their hive via NS1 alien teleport system, something like that would OP in my opinion. Marines can then not even have much of a delay in picking where they teleport to? Dunno that doesn't seem viable without giving aliens their old teleport system, those few extra seconds it takes marines to get to a certain PG can mean keeping or losing the PG and thats the price you pay for having too many. I personally hate more than 3 phasegates on a map, and if marines could just put up PG anywhere without any drawback, it would be ridiculous.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    edited October 2012
    instead of clunky interfaces and hitting use, just give the commander the ability to turn off other phase gates , otherwise leave it alone
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    <!--quoteo(post=1986477:date=Oct 3 2012, 11:29 AM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Oct 3 2012, 11:29 AM) <a href="index.php?act=findpost&pid=1986477"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you could assign destination then you would need to have some way to discourage placing a PG everywhere, they are cheap (15 tres) and currently the reason you dont spam them constantly is because it can take al ong time/confuse people to have to hop through 4 gates to the node thats under attack. Potentially increase the cost for each PG on the map? (first 2 are 15, then increase by 5 per PG)<!--QuoteEnd--></div><!--QuoteEEnd-->

    This.

    If you'd let marines/comm choose the destination phasegate, you'd end up with a map full of phasegates, marines just building a new one every 10 meters they gain, then teleporting instantly where they wanna be.

    The current system isn't so bad, even if it does feel a tad silly at times.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    Yea because making marines walk around in circles for a while is a good way to balance phasegates. It's really not.
  • BeelzebubBeelzebub Join Date: 2012-08-12 Member: 155506Members
    <!--quoteo(post=1986624:date=Oct 3 2012, 01:41 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Oct 3 2012, 01:41 PM) <a href="index.php?act=findpost&pid=1986624"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yea because making marines walk around in circles for a while is a good way to balance phasegates. It's really not.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You don't need to run through the phasegate to rephase.. just stand there and you will eventually phase into the next spot. No running around in circles required
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    Make it at least as it was in ns1 the latest build PG was the one teleporting first.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited October 2012
    This is a balancing measure, as suggested by others earlier in the thread. I would not expect to see gate-selection/individual-deactivation-by-comm officially added any time soon.



    If Marines have 10 phasegates, the down side is that they have to queue through all the previous ones to get to the most recent, meaning that if they want to get somewhere quicker, the Comm has to recycle less-important gates, weakening control over that portion of the map. It's a risk/reward thing, and keeps PGs limited to strategic points (usually reinforced mini-bases) instead of having the Comm drop 5-10 of them at each location. Adding exit selection would remove that down side, and make PGs even more powerful than they already are; if this was implemented, I'd expect to see PGs double, triple, or even more in individual price.

    PGs work on a defined stack. Enter one, and you'll phase to the next one built, or the first one built (if the one you entered was the most recently built/still alive), forming a loop. Take one out, and the one that previously teleported to it will bridge the gap, re-targeting to phase to the one it would have teleported you to.

    I could see adding the destination name however, though it would make little difference in the long run (or short run, given we're dealing with PGs here) as the gate is STILL going to take you to the same place, if you step through it. If anything, I'd rather see a line overlaid between each PG pair, with an arrow showing the direction of travel, so you could tell if taking the PG would get you closer, faster, or if you should just run for it.
  • SoapSoap Join Date: 2011-08-26 Member: 118638Members
    edited October 2012
    If I recall correctly, they had a feature like this in an older build. It was really useful, I don't know why they removed it. The phase gate would be named "Phase Gate to X" X being the room the other gate was in.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    If you think the time to phase would make that much of a difference, maybe a solution would be to increase phasing-in time (with maybe the spawning animation but a faster one). Whatever, it's not that big of a deal to use them right now, it just could be better...
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