Re-deploy Screen ?

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[LNS]Jubei

DeMoN HuNTeR
Jan 22, 2004
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if you want teleporting then you all go play 2k4, this is xmp = no teleporting.


sry


ty


:)
 

Mort_Q

New Member
Sep 4, 2003
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Jubei said:
if you want teleporting then you all go play 2k4, this is xmp = no teleporting.


sry


ty


:)

You're not listening.

Gamer's Dungeon Interview

Q13: Some ideas you've played with or maybe you're going to implement into the game?

We're still considering teleportation between deploy points, however that's something we're not going to even look at until UTXMP is more or less done.

Q14: That means there probably WILL BE something like the Onslaught energy node teleporting?

See above ;)

It wasn't my idea, it was something FMI was talking about. Don't be a condescending git ;) if you don't even know what the conversation is about. If they do it...

... you obviously have an opinion. Don't hold back. :lol:
 
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Sir_Brizz

Administrator
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Feb 3, 2000
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okay..but what do you think about that? :) I would like it mostly for the "an arti was just grabbed and if I teleport back to base, I might save it".

The catch being you have to be near a field deploy AND not have an Arti.
 

Mantik

Master Beta
Apr 2, 2004
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I'm one of those people who wants this to be as near as exact as possible, soooo I dunno. I don't, however, think it would totally ruin or off-balance the gameplay of pubs.. BUT, I also think that part of XMP's dynamics and core gameplay is all about the defending/midfield balance. If an arti carrier escapes the base and defenses he then has to make it back to his own base, with snipers/etc in the field to block him. Arti interception usually doesn't happen too much in pubs as I see people not retrace back towards the base to intercept, but rather stay where they are or continue to do what they are doing with a "well, if he comes my way so be it.. but if not, someone else will take care of it" attitude or whatever. In a match/scrim environment when everyone is on TS, the defenders can say "Enemy in our base!" and then 3-4 midfielders could instantly spawn at the base to help prevent escape. This would make it extremely difficult and off balance the entire way competition environments were played and handled, and THAT, I think.. is where it will throw off the gameplay. I think if anything, it could be done later, with an option to turn it on or off.. but if it would be implemented, for the love of god, exclude it from competition standards ;P
 
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Sir_Brizz

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good point. That would be better optable for competitive play... like superweapons in standard 2k4.
 

WolfmanK

Puppet Master of BBF
Mar 28, 2004
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wolfmank.blogsite.org
I still say no teleporting in XMP the maps aren't that big.... the game is about running or driving accross the map to help your teammates and makeing sure u have key deploy points. Teleporting lessens or eliminates this. I'd sooner see new vehicals introduced before teleporting.

btw translocators are evil... too easy to script. they are bad in 2k4 and they would be ugly in xmp. Never mention this again.

:D
 

Sir_Brizz

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The only reason I would like to see teleporting is because half the time some retard takes your raptor and drives it into the mountain and sits in it.
 

Sir_Brizz

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:lol:

in alot of other games there is teleporting Or it's bearable to run across the map. XMP has neither ;)
 

WolfmanK

Puppet Master of BBF
Mar 28, 2004
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most xmp maps it bearable to run accross, I have to disagree there. I know I do it all the time

It would be unbearabel without the boost jets.. but we don't have to worrry about that right? *looks to the FMI gods*
 
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Mort_Q

New Member
Sep 4, 2003
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Teleportation should, if implemented, follow the normal spawn time clocks. It should be the equivalent of dieing and respawning save that you don't lose a life and don't get to reselect a class (and reload).

IMHO
 

WolfmanK

Puppet Master of BBF
Mar 28, 2004
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so your saying -50 points for a teleport?

I could see it as an auto suicider maybe.... maybe... u lose the 50 points u get to respawn wherever as whatever... since thats already part of the game I could see that as workable... but teleporting without penalty... changes the heart of the game too much. IMO
 

Mort_Q

New Member
Sep 4, 2003
453
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Edmonton, AB, Canada
WolfmanK said:
so your saying -50 points for a teleport?

I could see it as an auto suicider maybe.... maybe... u lose the 50 points u get to respawn wherever as whatever... since thats already part of the game I could see that as workable... but teleporting without penalty... changes the heart of the game too much. IMO

Suiciding in XMP (and iCTF) is more useful than suiciding in CTF because you come back fully armed. If teleporting is just like suiciding, then we don't need it... it's already in the game. If you make teleporting more costly than suiciding, then people will just suicide.

I'm not saying we need the feature, only speculationg on how I think it should/could be done if FMI decides to do it.

Deploying (and teleporting I'd assume) uses team energy, so there is a penalty already. If they implement it, teleporting would need to be like ONS teleporting, but be on the clock.

Or am I missing something?
 
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Sir_Brizz

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Feb 3, 2000
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I only agree for field deploys though...at least I think it would be fair. I don't know if it's a big deal in competition, because you shouldn't be ALONE grabbing an arti anyways... And I think it should take 1 or 2 seconds to "complete" the teleport anyways. Besides, you have to take the time to push the "Teleport" button on a field deploy (you have to be NEAR the deploy for it to even be useful) AND select the one you want to go to. I don't think you would be able to do it fast enough to make any difference whatsoever.
 

Sir_Brizz

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Feb 3, 2000
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Well you could but then have the spawn time. I'm talking about going like this:

run around outside, find a HACKABLE deploy point. Hack it. Teleport from it back to an UNHACKABLE deploy.

If you make that either instantaneous or 1-2 seconds wait, I can't see any problem with that. In pub or comp play, because it's usefulness is VERY low since you have to OWN the deploy AND you have to be near it. Going from a HACKABLE to any other and from an UNHACKABLE to any other should follow the same rules as respawning.

Also, no teleporting for Arti carriers... or let them do it and make the Arti drop at that deploy point :)

I think it would increase how competitive the game was WITHOUT the expense of "exploiting" or skill.
 
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PRG

XMP Beta Tester
Nov 11, 2003
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Here's the problem with teleporting between deploys. You creating a situation where you can't retake deploys on many maps, especially in a competition but realy anytime you got some people on one team on voice comms with a minimum of coordination.

Sample scenario:
Garden, one gunner back on defense watching the front. someone calls they're taking red deploy. By the time they start hacking, they are sitting ducks for the gunner spawning right next to them.

This situation is essentially valid for Nakoja, Rampant, Garden, Alcazar from the stock maps, Hell, Asunder (somewhat), Wonderwood, Xaemia from the CBP, Cathexis, Wasteland, MistyMountain, Acheron from Alienpod pack just to name a few. It creates a huge game balance issue whereby you either need to lower hack times which bad because it wil severely lower chance to defend the deploy or you leave them the same and the deploys get held. XMP is not ONS, this really doesn't fit in the strategy of XMP in a way that can be easily balanced short of throwing out a good number of the stock maps(and maybe some of FMI's new ones, who knows) and making all new maps.
 
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