Time shifting in MP FPS
Yes its another FPS Mod...again its for Multiplayer, but I'll just toss out the idea. Instead of having just one map for say, CTF, you have two. One present/past, one future. Players can shift from one time to the next at will, but must wait 30-60 seconds between shifts. The only place to get the GOOD weapons is in the future. So why go to the past? Because you can change states in the past that you may not be able to in the future. Need to take out a wall, its done in the past...back in the future the wall will be gone. Some quick changes in the past may affect different weapons spawns in the future. I know there are alot of things that don't make solid realistic sense....(Like why would a wall not be repaired.) The basic concept is that you have two maps and effects on one map will affect changes on the other....only this is provided in a timeline sequence.
Ideas presented here are free. They are presented for the community to use how they see fit. All I ask is just a thanks if they should be used.
If you are in a different time space would you be able to see all the enemies from ther other time spaces. If you could then you might be forced to haev to kill them with old fashioned weapons like revolvers and stuff. This would be a punishment for being able to destroy walls for the future.
ace
ace
You could not see people in another time. But there is no way to restock future weapons in the past. You could rely on the past stuff, but in the future it would be a little underpowered.
Ideas presented here are free. They are presented for the community to use how they see fit. All I ask is just a thanks if they should be used.
cool idea. Whether it will work in practice is debatable.
--------------------------------Dr Cox: "People are ***tard coated ***tards with ***tard filling."
August 30, 2005 01:18 PM
Quote:
Original post by robert4818
I know there are alot of things that don't make solid realistic sense....(Like why would a wall not be repaired.)
Or why I can't destroy it in the future. :)
Quote:
The basic concept is that you have two maps and effects on one map will affect changes on the other....only this is provided in a timeline sequence.
When I first read this, I was picturing a time difference on the order of five minutes, but from the other posts it sounds more like on the order of 100-1000 years. That takes care of some things (like having to ghost characters).
Anyway, let's say I'm back in time and destroy the wall, what do people in the present see? Technically it should always have been destroyed. Or what if I build a wall in the past, could I trap someone (or something, e.g. the flag) in the future? But, really, they shouldn't have been able to go there in the first place. These issues aren't as bad in single player, but we're talking multiplayer, here.
Also, the explanation might be more believable and easier to comprehend if it was an alternate realities (light/dark world, real/imaginary world, physical/astral planes, stepping through the looking glass, etc.) as opposed to a time travel thing.
Instead of calling it time shifting, why not name it dimensional shifting and instead of 'past' and 'future' you have 'world 1' and 'world 2'. Then, instead of having more powerful and weaker weapons and that kind of thing, just make the weapons different. Mabe world 1 is full of direct-fire weapons(in most games, standard pistols and rifles) while world 2 has projectile weapons (that are affected by gravity, etc) that have radius effects (ie your grenades, realistic rockets). Then, you could make the layout of the two levels completely different on the 'inside', but the 'outside' walls still line up. Thus, you might be able to quickly skip across the map in world 1 because it's a straight run, but in world 2 there is a wall the middle.
"Walk not the trodden path, for it has borne it's burden." -John, Flying Monk
I won't get into the whole science of time. Because really it can just make the head hurt. So I'll go with the following cop-out.
Players in the game are outside of the normal time line. So, sort of like in Back to the Future they can tell when somethings been changed. But they won't be directly affected by the change. (call them temporal stabalizers...)
What does someone in the future see? WEll I actually picture just a cheesy bright light (sort of like when Q did something in Star Trek) with the change in the future.
Some times Games just need to play hard and fast with the rules of science. As long as the rules are applied universally in the game then the suspension of disbelief will go away.
And yes if you build a wall you can trap someone with a flag.
I haven't thought of "WHY" you can't blow up a wall in the future...but I'm sure I'll come up with one eventually.
Players in the game are outside of the normal time line. So, sort of like in Back to the Future they can tell when somethings been changed. But they won't be directly affected by the change. (call them temporal stabalizers...)
What does someone in the future see? WEll I actually picture just a cheesy bright light (sort of like when Q did something in Star Trek) with the change in the future.
Some times Games just need to play hard and fast with the rules of science. As long as the rules are applied universally in the game then the suspension of disbelief will go away.
And yes if you build a wall you can trap someone with a flag.
I haven't thought of "WHY" you can't blow up a wall in the future...but I'm sure I'll come up with one eventually.
Ideas presented here are free. They are presented for the community to use how they see fit. All I ask is just a thanks if they should be used.
August 30, 2005 03:09 PM
Quote:
Original post by robert4818
What does someone in the future see? WEll I actually picture just a cheesy bright light (sort of like when Q did something in Star Trek) with the change in the future.
Works for me. :)
Quote:
Some times Games just need to play hard and fast with the rules of science. As long as the rules are applied universally in the game then the suspension of disbelief will go away.
ITYM "suspesion of disbelief will be maintained". If so, I completely agree.
You're right... That was a typo.
As to why the future is "indestructable" and the past is not...
Cheap indestructable spray on coating... unfortunately it does not survive the time shift. So while it works in the future, the past doesn't have it...
As to why the future is "indestructable" and the past is not...
Cheap indestructable spray on coating... unfortunately it does not survive the time shift. So while it works in the future, the past doesn't have it...
Ideas presented here are free. They are presented for the community to use how they see fit. All I ask is just a thanks if they should be used.
This topic is closed to new replies.
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