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The All Reach Marker Option - ESSENTIAL for Multiplayer

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I was looking at Kirkfat's tutorials on Starbase UGC. I see that he had a similar thought to me regarding having hallways and terrain that disappear when a certain reach marker or interact object is hit.

I can see one huge logistical problem here.

What happens in multiplayer situations?

Say there's a hallway set to disappear. I have a teammate 50 yards behind me. The hallway disappears abruptly for them when I hit the marker.

What would be much more polished is if we could have reach markers that require one, two, three, four, or five people to be present to count.

See, at that point, what I might do is have a forcefield over the holodeck door that only disappears when 5 people are near it. (This guarantees everyone is near the door.) Then a second marker on the other side to get rid of the hallway.

This kind of thing can also be essential in mazes... and could be useful with difficult enemy encounters to require that a full team or Captain and 4 BOffs are present before launching the difficult encounter.

I'd also like to see an "All Players Interact" option, which requires every live player on the map to interact with an object to proceed.

But until you have objectives that require ALL team members to be at the same point, there will be some VERY buggy missions.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Or even markers that are triggered by BOffs or other players, allowing for floor panel puzzles that can be solo'ed or teamed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Or even markers that are triggered by BOffs or other players, allowing for floor panel puzzles that can be solo'ed or teamed.

    I'd like this as well. I just think "All reach" and maybe "All interact" are necessary to avoid major bugs whereas more specific triggers would just be nice.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Last i tried Foundry missions were solo only anyways coz teams got put onto differant instances when map swapping. Hope to god they fixed that now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    If only multiple reach markers on the same logic level had to be reached simultaneously.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    On the upside, I got thinking... The current system could be pretty effective for foot races, if we had failure events and could allow ungrouped people into the same instance...

    One thing I've been putting thought into are situations where you have to abandon your BOs at waypoints to proceed and they get stuck behind walls so they can't continue on with you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I'd also like to see an "All Players Interact" option, which requires every live player on the map to interact with an object to proceed.

    I've never seen this on a cryptic map. Sounds interesting though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Highbone wrote:
    I've never seen this on a cryptic map. Sounds interesting though.

    It's never been essential on a Cryptic map because they didn't create maps where the whole terrain changes, at least not often.

    But now that we have the tools for that, you run into weird issues if someone is on a platform that one person triggers to disappear or behind a wall that another player triggers to appear. It would be smoother if terrain changes could be linked to events that required everyone to be at the same place/point in the mission.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    For example, now you could have someone author a map that is a custom series of corridors. A player enters a turbolift and everything outside the lift is deleted and replaced with a new deck.

    That's a really cool transition with no loadscreen for the person inside the turbolift but would be majorly buggy/disorienting for anyone outside the lift.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I can see one huge logistical problem here.
    [QUOTE=Leviathan99[/QUOTE]
    Agreed, However...
    What happens in multiplayer situations?
    It will come down to the author recommending single or multiply in there description. Most out of game sources have Single play or Multi Play as a category.
    "All Players Interact" option, which requires every live player on the map to interact with an object to proceed.
    Yes I like this idea however, I think Away team Number restrictions, or player amount restrictions from the author must be implemented first. What about all those missions that will have the Away team on the other side of a wall.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    LV99 don't misquote someone, I was referring to the lack of all players (objective), seems they should be native.... But, I've never run into that issue, during pro level missions. Play the mission solo, then in your ready room, replay and recruit...
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