In Developement Crew teleporter

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    kiraen i'm with you that there must be a way to allow counter versus a new weapons/system.

    The simple solution to me seemed to be a anti-teleporter.
    But as you pointed out, this would render it useless again to use teleporters.

    Maybe Parameter ideas are a way to go. They sound nice with one exclusion : even if funny i wouldn't recommend the brig version ; ). Is somewhat the same then not letting you teleport. The difference is the physical and phsychical version why you wouldn't teleport.
     

    StormWing0

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    One thing that'd save the devs some programming is to make it so that teleporters could only teleport to other teleporters, now in the case of planets there wouldn't need to be one on the planet at first but if you wanted to have a specific location to drop in on you'd need one. Just a minor tweak other than that nice idea. :)
     

    alterintel

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    How about just turning the transporter block off if your not useing it?
     

    Bench

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    We've been playing around with seeing how this idea integrates with other ideas we've had recently. I think there's a potential for a good balance between this and some of the other ideas that help make this not too OP, but we're still discussing whether or not we'll even have something like teleporters. So watch this space I guess.
     
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    We've been playing around with seeing how this idea integrates with other ideas we've had recently. I think there's a potential for a good balance between this and some of the other ideas that help make this not too OP, but we're still discussing whether or not we'll even have something like teleporters. So watch this space I guess.
    What other ideas?
     
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    *Standing in a dark alley, gesturing for you to approach.*
    "Rumor has it, you're looking for a... teleporter" *Shifty eyed glance left and right.*
    Teleportation

    Intention:
    Sending players or entities between teleport areas.

    Items:
    teleport computer(block)/teleport module(block)

    Set up:

    1. Place teleport computer and define the teleport area using teleport modules, standard linking using C and V.

    2. A name can be given to the teleport by clicking the "set teleport name" button (generic names will be entity name followed by a number).

    3. Select permission setting for receiving entities (similar to the shop; faction only, allies, no enemies, anyone).



    Establish connection:

    1. Fly within range of ship, asteroid, station, or planet with a teleporter on it (range being the 27 sector volume cube dimensions 3x3x3 with player in the center).

    2. a.If piloting ship, press teleport hotkey or go into build mode and press r on teleport computer (hotkey as in similar to the shop hotkey).
    b.If astronaut, go to teleport computer and press r.

    3. Teleport menu pops up, click on "scan teleports" button.


    4. It brings up a list of all teleports in range with columns labeled; target, teleport name, faction, status, distance.

    Teleport name: name in the receiving teleport computer

    Faction: name of the faction that owns the entity the receiving teleport computer is placed on

    Distance: distance between receiving entities marker and the sending entities marker

    Status: if teleport possible a green "ok " is displayed else
    red text displaying:

    -"permission" Displayed when denied, based on permission setting.

    -"power" Displayed if the receiving teleporter lacks enough maintenance power yet it still has a
    proper computer connected to teleport area modules.

    -"cooldown" Displayed if the receiving computer has successfully received a teleport and is cooling
    down before being ready for the next.

    -"blocked" Displayed if a player or entity is in the receiving area.


    Target: this column is to have exclusive tick boxes to select which receiving computer will be sent to (only one may be selected per sending computer).


    5. After selecting a valid target tick box in the target column click "link" button to establish connection.

    6. The receiving teleport then transmits its available teleport volume to the sending teleporter which projects that area within its own teleport area via highlight box. The box is yellow if receiving entity cannot accept entire sending entity teleport area.



    -If the receiving area is equal or exceeds the sending area, in that the entire sending area could be sent, then the sending area is given a green highlight box encompassing its entirety.





    Sending:

    1. Assuming all has gone well with connecting, stand whatever entities you want to send in the highlighted area, if an entity is half in and out of that area it won't be sent.

    2. Initiate transport with either logic true signal to computer, or "send" button within the sending computers r menu .

    -Power required based on range and number/mass to transport.

    -Power only required on the sending end, receiving end only needs maintenance power based on number of teleport area modules.

    3. Cool-down period occurs after a successful send, after which the next entity/entities may be placed in the highlighted area and sent.




    Combat teleport/personal transport

    Items: teleport beacon (meta item)

    Setup:

    1. Acquire a teleport beacon from a shopkeep.

    2. Equip the teleport beacon in the hotbar and select it.

    3. Point the equipped teleport beacon at the desired teleport computer and hold right click to assign that computer to the beacon.

    Use:

    1. Receiving:

    -Left click on a block with a clearance of (2X)x(2Y) to bring entity waiting in transport area or hold left click and entity will spawn in space nearest you if there is room.

    -Only one entity per cool down.

    2. Sending:

    - Pointing beacon at faction/ally entity(not to exceed 4 block volume) and right click will return them to the beacon linked teleporter (one per cool-down period) if it's still in range.

    - Holding right click without pointing at a faction/ally entity will return the holder to the linked teleporter area.


    Sending and receiving should have a cool-down period.

    TL/DR:

    1. Designated teleport areas that can be accessed through teleport computer that can send whatever you fit inside the teleport area (think crew and cargo blocks).
    2. A personal teleporter item that would allow combat teleporting into another ship but you have to get a guy inside through normal torch usage/warhead hole poking to do so.

    "Pleasure doing business with ya." *Drunkenly stumbles off into the dark*
     
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    StormWing0

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    And Here I thought I could get detailed, That photoshop or an in game mod? o_O Nice work either way. :)
     

    kiddan

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    And Here I thought I could get detailed, That photoshop or an in game mod? o_O Nice work either way. :)
    And Spunkie could do it drunk... What does that say about everyone else? o_O
     
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    Like I did in such threads in the past - I am voicing no need, personally, for such. I don't hate with everlasting passion but in all honesty, I find being forced to use shuttles and physically move far more endearing, rewarding in case of tactical genius and sufficiently simple that it's actual thing to do, a journey - little or big. Straight-up teleportation would kill use of such by anyone who wouldn't go out of their way to travel that way.

    So yeah, I'd rather have better ways of boarding developed. I do believe in potential that some idea of teleportation will make me change my mind but I dislike this take on it, with boarding being just magical way of sending oneself and others wherever.
     

    StormWing0

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    It seems the general idea behind this idea is that there has to be a teleporter on site to teleport to begin with. It means shuttles will still be in use to go to planets and deploy one but outside that it'd be kinda funny to see what happens. Maybe have it so it has a thick beam fired from it where the mater stream heads along and you can intercept it? :P
     
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    It seems the general idea behind this idea is that there has to be a teleporter on site to teleport to begin with.
    I am afraid OP proposed the idea as teleporting to random area inside of enemy ships for the sake of boarding, so I regard it as such.

    It means shuttles will still be in use to go to planets and deploy one but outside that it'd be kinda funny to see what happens.
    I mean, even if atmospheric flight/landing would be made more tricky so people actually would have to use shuttles for that (I don't recall having issues with landing a thing far bigger than one), it's still kinda sad if they'd be used just for deploying teleporters since it means that after single trip that's it - no need to fly to that particular location ever after.

    Plus, I do know that for the sake of convenience people would attempt to put those things everywhere - no point in ever taking a shuttle to a station if you can teleport inside from your dreadnought. No need to dock ships or use a shuttle to fly from one big ship to another - just stand on teleport pad. Convenient, yes, but that will be as underwhelming and disappointing as unavoidable (without making it intentionally a lot harder than that which in turn would make the whole teleportation lose the point, anyway).

    Maybe have it so it has a thick beam fired from it where the mater stream heads along and you can intercept it? :p
    Can you hear those screams and weeping? It's sadness caused by lag calculating the beam path taking into consideration collision detection and rage caused by griefers, idiots who got in the way of the beam and targeting failure - those sounds already echo thorough the time from alternate reality where teleportation matter stream was implemented. Don't let it become our reality, that one is a really frightening one.
     

    StormWing0

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    The beam itself won't collide with anything other than another teleporter. What would collide is a bullet that looks like a missile flying along the beam that comes out about 1/4th the time through the beams duration. Nothing but bullet collision physics at that point and no need to lag check on that scale. Catch the bullet, catch what is being transported. :P
     
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    The beam itself won't collide with anything other than another teleporter. What would collide is a bullet that looks like a missile flying along the beam that comes out about 1/4th the time through the beams duration. Nothing but bullet collision physics at that point and no need to lag check on that scale. Catch the bullet, catch what is being transported. :p
    what happens if it cant fit in your transporter?
     
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    I am afraid OP proposed the idea as teleporting to random area inside of enemy ships for the sake of boarding, so I regard it as such.
    Actually I said that random if it wasnt technically possible to do targeted with the current system. Targeted would of course be much better than random unless they wish to balance it with random. Friendly teleports should definitely be targeted/linked ones
     
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    what happens if it cant fit in your transporter?
    That is why i suggest having sending and receiving talk to each other and display the receiving's teleport area via highlight box within the sending's teleport area. It's described within the spoiler on my earlier reply. I should probably add a TL/DR to that.
     
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    That is why i suggest having sending and receiving talk to each other and display the receiving's teleport area via highlight box within the sending's teleport area. It's described within the spoiler on my earlier reply. I should probably add a TL/DR to that.
    i was referring to StormWing0's interception idea. sorry should have made that clear.
     
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    Oh, lol in that case a SPECTACULAR explosion occurs cause you intercepted them trying to teleport a warhead across, which in this case, due to sound glitches and lacking animation, means a hole appears where your transporter was with a "pfft".

    Or it explodes regardless of warhead sending maybe they were sending a block of yholes.
     
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    Oh, lol in that case a SPECTACULAR explosion occurs cause you intercepted them trying to teleport a warhead across, which in this case, due to sound glitches and lacking animation, means a hole appears where your transporter was with a "pfft".

    Or it explodes regardless of warhead sending maybe they were sending a block of yholes.

    "Oh NO! Someone set us up the bomb!"
     
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