bzar
A Commando
It's more of a "bullet time" system without any actual time bending. Basically all velocities and accelerations would be slowed down by the distortion gradient, along with angular velocities. All actions would be delayed depending on the gradient value. To keep the "bullet time" advantage for one player, his angular velocity would be unconstrained and actions immediate.Sounds interesting, would that allow your local time to slow down and speed up in a certain area, such that when you get out again you would be back in sync with everyone else? Not sure if that corresponds to any real phenomenon in general relativity, I'm guessing not.Sounds like an idea I've had quite a long time regarding spherical gradient time distortions in synchronous multiplayer games. Never implemented this but it's a nice idea
More like a gradient slowdown bubble than time distortion, really. No need to have faster time zones as the aim is a game mechanic more than an actual time distortion. In synchronous games time distortions that require players to react in correct way to other players being in another time speed pretty much require the players themselves to experience time differently . Here I've simulated a player being in slower time using control latency and constraints.
To make it look nicer one could apply some light distortion and motion blur.
This system could be fun, though. Consider the following scenario: Two players are locked in a duel. One uses the time distortion skill, making them both move slowly. They continue their dance while a third player outside the range of the distortion spots them and carries on to shoot rockets at them from all sides. As the rockets hit the distortion, they slow down so they're all en route at the same time, from all sides. The two duelists notice the ring of incoming missiles just as the distortion bubble is about to collapse. "Oh sh-!" *BOOM*
Another sceenario would be that the rocket launcher toting player sees a camping sniper at a distance. He promptly uses the time distortion without the sniper noticing the distortion bubble behind him. The player moves outside the bubble, leaving it between himself and the sniper. Then he shoots a flurry of rockets at the sniper, but passing through the distortion they slow down to a crawl. As the bubble fills up with rockets flying toward the sniper, the player cancels the distortion. The sniper only sees a brief sight of the front cones of dozens of rockets as they devastate his perch.
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