07-03-2021, 06:28 PM
(This post was last modified: 07-03-2021, 07:19 PM by ballerburg9005.)
Back in the day, I hooked up a foot pedal to a firewall rule that would discard all outgoing Quake Live packets as long as the pedal remained pressed. This way I could for example freeze myself in mid-air to avoid projectiles shot to the ground, or freeze then magically teleport a short distance behind players in close combat.
This is also something featured in some anime, like Bleach.
I am not sure which computer games also feature short distance teleportation, but I guess it has been done before more than once.
It was so much fun to use and added so much to the game. It was like a brand new skill to learn and art to master. Imagine Doom 1 vs Quake 1: now you were able to jump and aim vertically. That's how much difference flash steps make. It adds on top of all the other things, like stave jumping and rocket jumping.
But it was just a weird hack back then. And it didn't give me any real advantage. It was almost impossible to predict reliably how the engine would process the packet loss. Half the time it worked well, half the time it froze me 1 second too much and I just became a very easy target, stuff like that.
If it was a real intentional game mechanic, you could tune the freeze/invisible times precisely to not cause too much chaos or unfair advantages. Like strafe jumping, it should be a skill that is very hard to master and that comes at a penalty to use (i.e. the freezing). It sounds a bit lame to call it freezing. In "actuality" the player would be shown to kneel down to take a jump from some translucent supersonic-something plane into ether space and fade in and out of sight with a cool sound effect like in the Bleach GIF I embedded.
So basically, you would momentarily pause where ever you are on the ground or mid-air, and then transition into ether space (invisible) with a jump in whatever direction and that jump is not really influenced by the original vector of movement before the flash step. Then if you exit the ether it could maybe resume the old vector of movement in addition to the vector of movement from the flash step. Or maybe we could just discard the old vector mostly.
So it would be a sort of teleport double-jump. Or maybe you could still get shot from normal space in the ether, but only on every other frame.
How much momentum you can fabricate inside the ether with a single flash step could be the same as with regular momentum. In addition it could also recharge over time, or depend on different variables (like getting stronger if you have a surplus of health). It makes sense that you move faster inside the ether, maybe twice as fast. And maybe you could also jump higher or somehow move beyond the laws of physics in ether space (like being able to jump off walls as if jumping off the ground). The colors in ether space could be slightly distorted, like a faint grayish tint with increased contrast.
Now the bad news: I found it is just a nightmare to use without the foot pedal. Maybe that is part of what makes it so awesome: the damn foot pedal. You can only operate so many things with mouse and keyboard at the same time. The foot pedal enables you to do yet another thing, on top of everything else, without scheduling it in-between other operations.
Though, with a 5 button mouse I think it wouldn't be as bad for most people. USB Foot pedals are only $5 on Aliexpress, if you really needed the edge. Considering people buy 144Hz monitors for $300, and a lot of people are happy with 60Hz which also is a sub-optimal solution like using the 5th mouse button instead, I think the foot pedal wouldn't be such a huge deal. The game would be so much more intense. If you are a top-league player, which other arena shooter has such an unique and sophisticated mechanic?
Maybe I can do the programming work myself. But I guess it needs engine modification and modding in QuakeC is not enough.
What are your thoughts though?
This is also something featured in some anime, like Bleach.
I am not sure which computer games also feature short distance teleportation, but I guess it has been done before more than once.
It was so much fun to use and added so much to the game. It was like a brand new skill to learn and art to master. Imagine Doom 1 vs Quake 1: now you were able to jump and aim vertically. That's how much difference flash steps make. It adds on top of all the other things, like stave jumping and rocket jumping.
But it was just a weird hack back then. And it didn't give me any real advantage. It was almost impossible to predict reliably how the engine would process the packet loss. Half the time it worked well, half the time it froze me 1 second too much and I just became a very easy target, stuff like that.
If it was a real intentional game mechanic, you could tune the freeze/invisible times precisely to not cause too much chaos or unfair advantages. Like strafe jumping, it should be a skill that is very hard to master and that comes at a penalty to use (i.e. the freezing). It sounds a bit lame to call it freezing. In "actuality" the player would be shown to kneel down to take a jump from some translucent supersonic-something plane into ether space and fade in and out of sight with a cool sound effect like in the Bleach GIF I embedded.
So basically, you would momentarily pause where ever you are on the ground or mid-air, and then transition into ether space (invisible) with a jump in whatever direction and that jump is not really influenced by the original vector of movement before the flash step. Then if you exit the ether it could maybe resume the old vector of movement in addition to the vector of movement from the flash step. Or maybe we could just discard the old vector mostly.
So it would be a sort of teleport double-jump. Or maybe you could still get shot from normal space in the ether, but only on every other frame.
How much momentum you can fabricate inside the ether with a single flash step could be the same as with regular momentum. In addition it could also recharge over time, or depend on different variables (like getting stronger if you have a surplus of health). It makes sense that you move faster inside the ether, maybe twice as fast. And maybe you could also jump higher or somehow move beyond the laws of physics in ether space (like being able to jump off walls as if jumping off the ground). The colors in ether space could be slightly distorted, like a faint grayish tint with increased contrast.
Now the bad news: I found it is just a nightmare to use without the foot pedal. Maybe that is part of what makes it so awesome: the damn foot pedal. You can only operate so many things with mouse and keyboard at the same time. The foot pedal enables you to do yet another thing, on top of everything else, without scheduling it in-between other operations.
Though, with a 5 button mouse I think it wouldn't be as bad for most people. USB Foot pedals are only $5 on Aliexpress, if you really needed the edge. Considering people buy 144Hz monitors for $300, and a lot of people are happy with 60Hz which also is a sub-optimal solution like using the 5th mouse button instead, I think the foot pedal wouldn't be such a huge deal. The game would be so much more intense. If you are a top-league player, which other arena shooter has such an unique and sophisticated mechanic?
Maybe I can do the programming work myself. But I guess it needs engine modification and modding in QuakeC is not enough.
What are your thoughts though?
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