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2004-02-03, 09:33 AM | [Ignore Me] #1 | |||
I found this thread on the OF's and thought I'd start up a discussion here about it. Maybe we can get some more stable opinions.
http://boards.station.sony.com/ubb/p...ML/033665.html
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2004-02-03, 06:21 PM | [Ignore Me] #3 | |||
Corporal
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Strong are the Darkest Ones I'd Sooner Laugh with the Sinners then Cry with the Saints |
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2004-02-03, 11:36 AM | [Ignore Me] #4 | ||
Lieutenant Colonel
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Yeah, this is good and bad in ways. As secondraven stated thats one extra sec that you dont have, but it would be nice if the doors in a tower wouldn't just automatically open when some n00b strolls by. I hate it when people walk that close to the doors when they KNOW theres 50 tanks out there just waiting to start a fucking nuclear war on the door.
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2004-02-03, 12:37 PM | [Ignore Me] #7 | ||
First Lieutenant
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I like this idea too, but honestly (self aggrandizement I told ya so time) I like my �force door� suggestion in another post here on PSU better� it would replace the Star Trek sliding doors with an opaque force field. Friendly troops bring it down for a few seconds by actually passing through it, not by passing near it. To enemy troops it�s a barrier that must be hacked to take down. This would allow you to flee from that MAX and at the same time prevent accidental opening by passing too close and letting woe and suffering in.
Oh, and because force fields work differnetly in the game engine, no more "stuck door" bug! Damn I�m good, but you fewls don�t listen :P
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2004-02-03, 01:10 PM | [Ignore Me] #8 | |||
Lieutenant Colonel
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2004-02-03, 02:38 PM | [Ignore Me] #12 | |||
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2004-02-03, 04:10 PM | [Ignore Me] #13 | |||
First Lieutenant
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For clarification there are two issues with doors that I am aware of. The first is a lag problem triggered when you open a door. You open the door and then are slammed for a few seconds by very bad lag and your world slows down like you are swimming in molasses. This one has been addressed and I have not experienced it after the adjustments were made by SOE. The second problem with doors is that sometimes they seem �stuck� shut as the proximity detection that opens them fails to acknowledge that you are within triggering range. So you end up running into the door face first, then the enemy reaver you were running from rocket spams you to death, then the damn door opens. LOL The Cavern doors have the exact same functionality as surface doors with the single exception that the door vanishes rather then sliding open. If you get near them they open even if you don�t want them to open and they can get �stuck� as described above, etc. What I am suggesting is something more akin to the protective fields that lead to the sanctuary warp gates. This avoids the �trigger zone� for the door opening/vanishing sequence to start. Whatever method they used to determine who could and who could not pass through the warp gate bubble works much faster and effectively. The two things that would have to work differently would be (1) the field would need to be opaque and not semi-transparent to prevent peeking through and (2) the field would need to come down if hacked or a friendly passed through it to facilitate the same functionality of the old doors (i.e. maintain the possibility of opening the portal to accidentally let the enemy in). The key difference here would be that the field would not �open� or come down until a friendly passed through it. Thus, no more getting �stuck� waiting for the door to open and no more accidental door openings.
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Last edited by BadAsh; 2004-02-03 at 04:13 PM. |
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