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So about the new elevators/teleporters


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So among the many elements that is changed since early release, does anyone else feels very wierd about the new teleporters?

 

There's another thread discussing issues with the story and how Incognita's action doesn't make any sense. But to me it's nothing compared to the fact that freaking TELEPORTERS exists.

 

Let's recap why they were introduced in the first place:

 

- More Sci-fi, high tech.

- Explain why your agents start in the middle of the room with no access point.

 

 

I cannot accept these reasons. While the world is still sci-fi, there's a large jump between being able to control drone and tactical AI to the ability to manipulate molecules like that of a teleporters. It basically remove tension from the story due to being too powerful. The chase at the end of the last cinematic is basically ruined if an easy escape route such as teleporters exists. Same deal with guards reinforcements. Why don't you just teleports a whole bunch of guards at all once, why send 1 at a time. And while we're at it, why dont you just teleport the guard directly on the interest point, since it looks like teleporters can target any location just like the beginning of the mission.

 

Seriously, elevators are fine, they are the quintessential of a spy settings. Elevators into secret underground lair ? Elevator into rooftop chase ? Elevator going sideway ... etc. Even the very first alpha cinematic featuring a typical break-in has the typical elevator escape. The *DING* sounds of the elevator is so iconic for that scene. I'm really heartbroken find out it is no longer in the game :(

 

As for the explanation to how your agents arrive in the compound from the middle of no where, maybe a roof or vent access? They just drilled a hole from the above floor ? I mean if I'm really into stealthy break into people's compound to steal their money and secrets, the last thing I wanted is a teleporter that can teleport me almost absolutely everywhere. If you wanted to say this is a very expensive things that consume a lot of resources everytime, why is all of the corp's compound has at least 1 for me to escape and like 3-4 others for reinforcement?

 

So what do you think. Teleporter dumb or interesting ?

 

 

I'd have to disagree with teleportation technology being out of place. Senkaku are running around with hovering attack robots, Plastech have managed to connect the human conciousness to a mainframe, and all the corporations have energy shields, laser satellites, genecoded plasma rifles and all manner of futuristic things.

 

Invisible's teleporter is shown throughout the story to be only usable in corporate buildings by penetrating a preventative firewall, or something along those lines.

 

This might also explain why they teleport into a random room on the level (Central describes, on one occasion, knowing only that the agents have been ported "Somewhere near the target"); they have less control over the destination than the corps do. Maybe Incognita has some limited control over the location, since you're never in a room directly in front of a security camera or a guard, but I don't know.

 

The corps don't know where the agents are in the building and, assumably, teleporting guards anywhere other than a transport pad would be unpredictable. Therefore, they use service pads to get guards in.

 

They don't just send every guard on the planet into the building because they don't know what the threat level is. For all they know, the attack on the building could be a diversion while an army of ninjas breaks into the cybernetics lab down the street. That's what the alarm level is for: guaging the threat. Every alarm level increase tells them that the breach in security is a bit bigger, and they should take countermeasures of X size to stop it.

 

As for the whole 20th century espionage thing, and the symbolism of the elevator's "Ding!" noise, I have to agree with you. I, too, am somewhat saddened that Klei didn't go down the route of noir-style spy movie action for Invisible Inc, but what they ended up with is still a great game. Maybe they'll give us what we want with a different title in the future.

 

 

But all of that begs the question: Why don't they just teleport to the transport pad they always exit the building from?

 

*Gasps for breath after delivering game theory monologue*

I also think that teleporters are too sci fy, was bit dissapointed to see em in release version.

 

As starting position there could be various explanations:

 

- entrance via vents

- floor/roof breach via charges

- maintenance corridors that lock down on zero stage

- stealth torpedoing compressed/carbonated agents from aircraft (think of dehydration gun from Megamind)

 

Honestly I would be ok even with one-way teleporters as experimental agency feature, while keeping conventional lifts over out-of-place tele pads.

I'd have to disagree with teleportation technology being out of place. Senkaku are running around with hovering attack robots, Plastech have managed to connect the human conciousness to a mainframe, and all the corporations have energy shields, laser satellites, genecoded plasma rifles and all manner of futuristic things.

 

Invisible's teleporter is shown throughout the story to be only usable in corporate buildings by penetrating a preventative firewall, or something along those lines.

 

This might also explain why they teleport into a random room on the level (Central describes, on one occasion, knowing only that the agents have been ported "Somewhere near the target"); they have less control over the destination than the corps do. Maybe Incognita has some limited control over the location, since you're never in a room directly in front of a security camera or a guard, but I don't know.

 

The corps don't know where the agents are in the building and, assumably, teleporting guards anywhere other than a transport pad would be unpredictable. Therefore, they use service pads to get guards in.

 

They don't just send every guard on the planet into the building because they don't know what the threat level is. For all they know, the attack on the building could be a diversion while an army of ninjas breaks into the cybernetics lab down the street. That's what the alarm level is for: guaging the threat. Every alarm level increase tells them that the breach in security is a bit bigger, and they should take countermeasures of X size to stop it.

 

As for the whole 20th century espionage thing, and the symbolism of the elevator's "Ding!" noise, I have to agree with you. I, too, am somewhat saddened that Klei didn't go down the route of noir-style spy movie action for Invisible Inc, but what they ended up with is still a great game. Maybe they'll give us what we want with a different title in the future.

 

 

But all of that begs the question: Why don't they just teleport to the transport pad they always exit the building from?

 

*Gasps for breath after delivering game theory monologue*

 

Ok I think I can go with your explanation for teleporting into a random room in the level. That makes way more sense than I thought. But I still cannot goes with the idea that is is not out of place in the world. Controlable drone, genecode weapons, human minds connected to mainframe, all of these things are related to breakthrough in AI developments. Hover robot isn't hard to do with the technology today. Orbital lasers doesnt seems that complicated. Energy shields is the only thing that seems closer to teleporters than all of the other things. But even then, its a far stretch. 

 

Teleporters need to consume the entire person (and the object they're carrying) down the molecule level, then destroy them and recreate these exacts molecule on the other ends. That's the recreation type of teleporters. The actual teleporting teleporter that open a wormhole between 2 places and lets people walk through is even more advanced. Not to mention the kind of harzard if these attempt goes wrong. How do you safely teleport your agents to a random point in the compound without making sure they're not stuck halfway through a doorway or safe? If these kind of molecule manipulation is so outspread (aka 4-5 teleporters per building) why do we even needs door anyway, or any kind of transportation for that matters. Yes I agree that some technology in the game feels mismatch with each others (old school vs sci-fi) but that is best left for another discussion.

 

Sorry if I'm ranting here. Even if it doesn't feel out of place for you or some people, I still believe its an unnecessary addition to the game. A technology like that should be the end game, the key technology all the corps are fighting over instead of the evil overlord AI plot that we are having here.

I think the teleportation in the game is a hybrid of the two types mentioned, where it breaks down the person to a molecular level, transports the molecules to the other end and then reassembles them. I know this because Incognita comments on it at one point: "Prepare for disintegration. And reinregration, of course."

 

RESUME DEBATE

You can cloak, there is a thinking AI in the game, there are weapons which generate unlimited ammo, and you think teleportation is too SF? 

I did like the more retro-spy feel the game seemed to had in early access but they obviously moved away from that.

I actually came here specifically to see if anyone agreed with me that the teleporters are lame. 

 

Basically: I get it. I get that there's lots of equally-extraordinary technology all over the place. I get that it solves some logic problems. But it does so at the expense of my engagement with the world as a real place. 

 

Gene-coded weapons? I understand that. Biometrics get more advanced every day, it's probably only a matter of time. 

 

Hover technology? Why not? Probably something to do with magnets. 

 

Human augmentation? Already happening. 

 

AI? Ditto.

 

But teleporters? As depicted, they violate every physical law we're presently aware of. At best, we're centuries away from understanding how to convert matter to energy and back again. At worst, they're literally physically impossible. Including them is like having a werewolf show up on Downton Abbey--it's outside the circle of reality established everywhere else. When anything is possible, everything matters less. 

 

Now, I get that they solve some logic problems. If the agents escaped via elevator, wouldn't they still have an equally high security lobby to get through, at least? Or maybe a rooftop? But I'm way, way more willing to suspend my disbelief for that than I am for something that violates relativity, to say nothing of the nagging existential questions it introduces (if I'm being atomized and reconstructed, am I still me? etc.)

 

So I guess I'm just saying that if I'm being asked to accept one of two contrivances, I'd way rather accept the version that makes the world feel more like a real place. But that's obviously just a personal preference. 

 

(And don't get me wrong, I'm loving the game, and have been since Early Access. I just miss my stupid elevators). 

 

LN

I like the elevators more too. I think it's an unnecessary fix to a non-problem. I am quite willing to suspend my disbelief and accept that the agents casually escape through an elevator as a part of the spy-movie theme, and "beaming in" in the middle could easily be handwaved away with an animation of the agents dropping on ropes, à la base assault in XCOM. It's not like teleporters make any more sense than that, and elevators and ropes preserve the theme better and are way cooler.

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