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Midknight

Teleporters at start of an event

What’s your stance on this?  

12 members have voted

  1. 1. What’s your stance on this?

    • We need more teleporters
    • We need a new type of teleporter
    • I’m neutral on the matter


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Whenever we did events where we spawned and waited in a enclosed space somewhere on the map that had no exit by foot, we had to use teleporters to get out. Usually there was two teleporters that the staff put down once the event started.

 

But, it takes quite a long time to get everyone out especially when you have over 40 people on the server trying to go through them at the same time.

It’s irritating because everyone’s cutting line and just rushing into the teleporter to get out but it just creates clogs and people usually get stuck.

 

There is also the delay once someone goes in which lasts about 4 secs which makes it take even longer. But I fully understand that it is to prevent people coming out of the teleporter’s and end up getting stuck in each other.

 

Is there a reasoning for only two teleporters being put down? Why not more? Is an alternative teleporter being looked at? I don’t think I’m the only one who is generally puzzled at this. I’m not angry at the staff about this I just want to know why just two teleporters and is there an alternative being looked at.

Edited by Midknight

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I agree that the teleporters clog up at the beginning of an event. After that point it's rare to see more than 3 people waiting at a time (unless a bomb goes off or something and takes half the force out). But think about it in roleplay terms.

 

  • A large force foolishly charges a group of droids and activates a bomb, decimating half the attacking forces numbers. We want that fact to actually matter in regards to the event, and that effect is lost if the whole squad instantly pops back into the battle a few moments later. Losing troops should matter, and reinforcements should be drip fed to emphasise the importance of group coordination, good leadership and the value of medics on the field.
  • Troopers or Squads can choose whether to push forward with a few troopers and risk being overwhelmed, or be tactical and wait for the whole squad to arrive to better their chances of success.

Events can be fun when you feel like you're losing because the enemy actually did a good job, and it's easier for EM's to pace events and not be overwhelmed by 60+ players at one time.

 

At the beginning of events, sure, send them all out at once. but afterwards i think 2 teleporters makes for a much more dynamic event.

Edited by Budds

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As long as staff can put down more then 2 teleporters at the start of an event, I’m fine with that. Afterwards I don’t really mind them keeping only 2 teleporters since most of the time not everyone dies at the same time (unless the staff use something like the orbital strike or something similar).

 

If you are talking role play wise then I’m not sure. I see what you are trying to say but many times regardless of man power, people still push towards the enemy position without waiting for their comrades who just died. This is what I saw personally in events most of the time.

Edited by Guest

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If it is the EM’s decision to do this then I can’t exactly argue against that then. I just wanted to know if the limited teleporters and the lack of change for the teleporters was intentional or not. It just picked at my brain whenever I saw 2 teleporters instead of more then 2.

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If you are talking role play wise then I’m not sure. I see what you are trying to say but many times regardless of man power, people still push towards the enemy position without waiting for their comrades who just died. This is what I saw personally in events most of the time.

 

Sorry, i missed this part.

People don't usually pay attention to that, until reaching officer ranks in most regiments - people don't take notice or comment on the actions of others. And as such, a whole regiment could die and most people wouldn't notice. This can be influenced by the way that people lead their squads or regiments, but it's unlikely.

 

Regardless of whether people notice the deaths or not, the overall effectiveness of the force is diminished - and the fact still remains that player's choices impact the outcome of an event, for the better or the worse.

 

Not every EM will alter an event's course in this case, even if the whole playerbase is wiped out, some EMs will brush it off and resume from that point. I guess I just prefer a dynamic experience where death and losing ground actually matters and isn't "forced" (EM spams droids closer and closer to the troopers to simulate losing ground)

However, i'm getting off topic so i'll leave it there.

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I think it always comes down to peoples perspective. I’m usually the kind of guy who’s like to see an entire force on the field standing strong because I like to see us winning rather then losing. I kind of get rough whenever EM’s just spawn the enemy right in front of me out of nowhere and they just mow me down all for the sake of making it difficult. What I’m trying to say is that I like to see us winning not losing most of the time.

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As an EM the main reason we dont use a lot of TPs is the same reason we can't spawn hundreds of props, give everyone jetpacks and ships and spam thousands of droids, and that being lag. Teleporters for whatever reason can cause a decent chunk of lag if there are a bunch of them. I guess its the fact that players can getting transported from one place to another at such a fast rate. who really knows. whether its gmod or the server I would rather have a 2 minute scuffle to get out of the TP rather then the server chug because we spawned like 10 of them. I agree with Budds on the how this can affect the events in giving it an actual challenge, all the time we see in the Show or movies a chunk of clones push up, only to get bombed or butchered by droids. This gives an element of strategy as if missiles are firing up troopers while they push, they might want to spread out or go for cover so they dont die. Dying shouldn't just be a "oh well ill be back there in 15 seconds" it should be something that encourages you to actually try and survive you can win the battle. granted the EM will be sometimes be a bit dickish and spam Missiles or spawn droids 2 feet away from the clone, I've done it before. but when your so high up and all the clones are little spics on the ground, which is especially hard in snow maps since all clones are white (except intelligence) so mistakes can happen. An alternate Teleporter would be pretty sweet. I've seen a couple of servers use Witcher Gates which I guess could be pretty cool and might make teleporting process a little smoother. [URL]https://steamcommunity.com/sharedfiles/filedetails/?id=727161410&searchtext=witcher+gate[/URL] but thats up to @s8ncaat

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If lag is the main reason why it’s only two tp’s then I won’t complain and bicker about that then. Just wanted to find out the reason for it since no one told me of the reason for this.

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If lag is the main reason why it’s only two tp’s then I won’t complain and bicker about that then. Just wanted to find out the reason for it since no one told me of the reason for this.

Absolutely fine, by making a thread you've also opened up conversation which is also appreciated.

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[quote name='Aussi']An alternate Teleporter would be pretty sweet. I've seen a couple of servers use Witcher Gates which I guess could be pretty cool and might make teleporting process a little smoother. [URL]https://steamcommunity.com/sharedfiles/filedetails/?id=727161410&searchtext=witcher+gate[/URL] but thats up to @s8ncaat[/QUOTE] We used to have these, and the EM's simply just didn't use them, so I removed them. Though I do believe they would be a better option, the teleporters right now actually suck so bad, we've only kept them because It's sort of a staple at this point.

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We used to have these, and the EM's simply just didn't use them, so I removed them. Though I do believe they would be a better option, the teleporters right now actually suck so bad, we've only kept them because It's sort of a staple at this point.

 

Witcher gates were super annoying because you needed to put it on a flat world surface for it to work well, and even then it was iffy at times. People also made the mistake of allowing props to go through one too many times, leading to LAATs crossing the map into small areas that were definitely not made for LAATs. Even putting them on props or worldprops was super laggy which basically meant only maps with walls in convenient places could consistently make use of it,

 

I agree with the frustration, however it's only really notable for a section of the event that isn't really playtime anyway. You aren't missing the event by waiting 1-2 mins for the teleporter line to get through. I would love if there was a teleporter that worked perfectly and wasn't super heavy on the server, but at the moment that doesn't seem to be so.

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