Please make teleport cool!!!

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Izzy
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Even in missions, it could be possible to click on Explored areas of the map.

Does it have to be already explored by me? How can i cheat then when i 1st enter a mission and TP to exactly where the glowie is and click it and the mission ends? ;D 3 seconds to conmplete the mission, before anyone on my team even shows up. ;D

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Yes I think it should have to

Yes I think it should have to be explored by you

Redlynne
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Teleport to Map Pin is one of

Teleport to Map Pin is one of those functionalities that can potentially be unbalancing (because, let's face it, TELEPORT can be unbalancing!).

The way it would have to work is first you place a map pin on the mini-map (or the full screen map) and then you do the UI bit for "teleport to map pin" and just go.

I would imagine that for "outdoor" city zones you could have a mixture of "need to explore first" and the "just go there" types of permissions. Things like (to use City of Heroes parlance) normal city zones such as Atlas Park or Steel Canyon would allow you to Map Pin Teleport to a location you hadn't been to yet ... while Hazard and Trial Zones such as Terra Volta or the Shadow Shard or Dark Astoria (original foggy version) would require you to clear the "fog of war" on the map before you'd be able to do a Map Pin Teleport.

You could then leverage that same set of rules to deal with Mission Instances, such that you need to clear the "fog of war" on the map before you can do a Map Pin Teleport. Thus, Izzy's suggestion of a 3 seconds to glowie scenario can be substantially mitigated. You just need to NOT hand out a Map Clearing veteran power ...


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TheMightyPaladin
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The only real problem I see

The only real problem I see with map pin teleporting is altitude. You couldn't teleport up or down unless certain locations were only reachable at set altitudes.
also if you teleport to a location on an outdoor map how can you teleport into a building?
I'm not saying it's impossible I'm just saying it would still have some limits that might make it less cool than we want it. And I'm not sure t's possible to overcome those limits without making it take so long to input your coordinates that you might as well fly.

Redlynne
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

The only real problem I see with map pin teleporting is altitude. You couldn't teleport up or down unless certain locations were only reachable at set altitudes.

My preferred solution to this problem is that any kind of Map Pin Teleport would automatically use a destination point ABOVE the highest piece of geometry at that location. And when I say "above" I mean like Character Height above the terrain, so if you're 6 ft tall you appear 6 ft above whatever is at that location and fall the height of your character onto it. This would give a bit of leeway so as to make sure you always arrive "in air" rather that caught inside of geometry, or arrive in such a way as to "fall through" the terrain to the underside of the world. I suppose even doing a +1 ft above terrain would work just as well, provided the programming doesn't mind the tighter fit and less room for edge cases.

Another way to do it would be to have a sort of "scatter plot" of pre-made Teleport destinations, and use of the Map Pin Teleport would simply route you to the nearest pre-made (by the Devs) destination point. That way, the entire Map Pin Teleport functions using a lookup table. Make the "scatter plot" of destinations dense enough and you've got your desired functionality set up in a way that is testable by QA.

TheMightyPaladin wrote:

also if you teleport to a location on an outdoor map how can you teleport into a building?

I'm starting from the assumption that a Map Pin Teleport wouldn't put you "into" anything and that the functionality would intentionally put you "over" anything at the destination. Note that such a design decision has interesting implications for places like Grandville ... which had webbing nets high up in the air that would have "caught" such would be interlopers well above ground level. It would also mean that you wouldn't want to be using Map Pin Teleport to get into the Wolf's Throat tunnel in Striga Isle because you'd be arriving above ground instead of underground.


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Foradain
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So with Red's suggestion,

So with Red's suggestion, Map Pin Teleport to get near the entrance to whatever underground/indoor area you're trying to get to, then Visual Teleport Rules to get to where you want to be.

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Gorgon
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Or you could do away with

Or you could do away with long-range group tp in favor of a supergroup vehicle.

Every supergroup has a vehicle. Well, outside Superfriends anyway, where many fly or run at high speed, and Green Lantern just bubbles the rest.

And a real vehicle where you can move around and look out the window -- a real, moving thing and not a tiny instance ala your starship in Star Trek Online.

I don't know if world tech is up for a 1000 mph travel, so maybe this is a "someday".

Why no world group tp? Making the world tiny is something for years later. This isn't to say no tp between things like wizard kiosks or big cities, but general destination selection, I give a Marge-like Hmmmmmmmmmm.....

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Gorgon wrote:
Gorgon wrote:

I don't know if world tech is up for a 1000 mph travel, so maybe this is a "someday".

That will have to wait for the expansion pack ... Cities of Titans.


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I have a few ideas for

I have a few ideas for teleport, If you was using it for a power selection.

1: One of the teleport powers can be a ( mission / zone ) teleport power.

2: Your character target a single foe, ( teleport ) appears out of a cloud of smoke, and strikes the target ( this is an automatic move, the target is also blind a little from the smoke ).
~ After this move, it's just melee play, but it also a setup for a combo, ( just like in coh's dual blades / staff ).

3: A type of melee punch and kick fighting style, can be part of the teleport powers, these punches or kicks ( optional ) can be used for the combo.

4: Another power can be an AOE type, target a single foe out of a group, ( teleport ) appears out of a cloud of smoke, the targets in the AOE are blind and confused.
~ They are fighting each other, because they can't see, ( giving you the perfect time to take out other targets ).

5: The last move is an PBAOE style, target the area ( PBAOE circle on the floor ), ( teleport ) large cloud of smoke, everyone is confused, ( your character is popping in and popping out, attacking everyone in the PBAOE area ).
~ This move also drains endurance for you after it has been preformed.

Oh I just thought of another power,

6: Before he teleports to a mission or a zone, a circle will appear around him, ( maybe an AOE circle ) anyone in that circle will teleport with him.
( Allies only )

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I did try the summon foe TP

I did try the summon foe TP power, and, it was useful, but, not always effective, and the buildup took a long time, with a fairly long reuse timer. I would like a customizable version of that as an option, but, won't insist.

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there's version of teleport

there's version of teleport in TERA but it is lame in both control and distance. one of the best descriptions of teleport is the teleport bands in the book "don't tell my parents I'm a supervillain". doing it that way would take stamina to use and the explanation of time compression almost made sense. the way it works is LOS, more distance means more stamina, and you can't teleport into something like a car but can teleport through a wall if there is a window you can see through, and if something is in the target point the TP fails. as a combat move it is handy for getting out of the road of damage and moving into position for an attack

bode

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could also work with being

could also work with being able to just click on somewhere on the map, that way you can arrive at your mission but as a downside you pretty much have no energy when you get there

Kiyori Anoyui
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^^ I really like that idea.

I really like the idea, It would be nice to be able to teleport to any explored point on the map. It would be especially nice if you also were able to see icons of your teammates on the minimap, so if you were split up you could quickly teleport to them to aid them if need be.

It would be pretty straight forward to do a teleport to teammate. So you just click on your teammates icon on the minimap and you would teleport beside them in an area where there was no obstruction. This would eliminate any "altitude" issues.

If you have ever played dota 2, this would be like the town portal scroll, or the boots of travel. I think Dota 2 has a very good teleportation system.

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Radiac
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I feel like long range TP

I feel like long range TP should be less precise than short range TP. So like, TP from one suburb to another ought to place you at a safe but almost perfectly random point in that suburb. Whereas TP from one part of a room to another ought to be "pinpoint" because you can see the spot you're TPing to.

Instead of making long TP totally random, you might just randomize it from among a set of different locations. So when you TP to Brickstown, sometimes you land in front of Serafina, sometimes you land by the train station, sometimes near the hospital, sometimes you land on the far side of the Zig near Holsten Armitage, sometimes you end up underground someplace, etc. I would like it to work that way.

Since CoT doesn't have War Walls, I guess we'd have to either have a popup window to pick a general neighborhood off a list, or else pick a spot on a map and then it randomizes from among the 5-10 closest TP sites to that spot.

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notears
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Radiac wrote:
Radiac wrote:

I feel like long range TP should be less precise than short range TP. So like, TP from one suburb to another ought to place you at a safe but almost perfectly random point in that suburb. Whereas TP from one part of a room to another ought to be "pinpoint" because you can see the spot you're TPing to.
Instead of making long TP totally random, you might just randomize it from among a set of different locations. So when you TP to Brickstown, sometimes you land in front of Serafina, sometimes you land by the train station, sometimes near the hospital, sometimes you land on the far side of the Zig near Holsten Armitage, sometimes you end up underground someplace, etc. I would like it to work that way.
Since CoT doesn't have War Walls, I guess we'd have to either have a popup window to pick a general neighborhood off a list, or else pick a spot on a map and then it randomizes from among the 5-10 closest TP sites to that spot.

Dude no.... TP sucked as a travel power... why would you try to take away the potential for people to get ehre they want to go?

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