I’ve seen some commentators wishing for more “neutral” equipment, and I was wondering if anyone ever thought of having the ability to place 2 corresponding teleporters on the map? If such a thing were implemented, how would players want them placed? You to generate/set them by the user? Throw them? Or aim them at surfaces to “shoot” them like a portal gun?
Not trying to say Halo should be Splitgate or anything; in classic Halo teleporter fashion, the destination of the portals doesn’t even need to be rendered so if you shot through them you’d be shooting blind. It seems like Forerunner teleporting tech has only become more prominent in the lore as well, so this could be a pretty interesting way to play with that in the sandbox in my opinion 
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> I’ve seen some commentators wishing for more “neutral” equipment, and I was wondering if anyone ever though of having the ability to place 2 corresponding teleporters on the map? If such a thing were implemented, how would players want them placed? You to generate/set them by the user? Throw them? Or aim them at surfaces to “shoot” them like a portal gun?
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> Not trying to say Halo should be Splitgate or anything; in classic Halo teleporter fashion, the destination of the portals doesn’t even need to be rendered so if you shot through them you’d be shooting blind. It seems like Forerunner teleporting tech has only become more prominent in the lore as well, so this could be a pretty interesting way to play with that in the sandbox in my opinion 
I feel that shooting the nodes from a wrist mounted device would make the most sense. I’d like to see them have a go at a teleporter equipment though. Only thing is, it could be difficult to balance/implement. Would they be two way? How long would they last for? Would they be destructible? Also, I’m not sure how useful they’d be outside of something like CTF.
I feel like that would be tremendously difficult to balance without being game breaking.
Still be cool though. I’d be all over it for customs.
That is an interesting idea that would fit in the current equipment sandbox, but balance would be tough. You can just imagine a CTF game quickly going to -Yoink-.
But the beauty of this game’s piecemeal design is that they can throw something like this into the mix, see how it works, and remove it from matchmaking playlists if it doesn’t work out.
I’d like to see the attempt be made, post launch. This is a cool and interesting idea. Plus, it might attract that Splitgate crowd.
Some practical thoughts just for fun:
The portals could have relatively simple corresponding/opposing hemispheres oriented in relation to each other, which could make them function uniformly regardless of placement. it might look like this- if it makes sense:
—>A B—>
A<— <—B
Also to be honest I just don’t think you should be able to take the flag through it by default. But balls/bombs, on the other hand…
I think being able to counter it if it’s used offensively would be pretty important, so I think having some tangible part/“projector” that could be shot at a few times to destroy it. But I have no idea how how durable it should be that seems like it’d need a lot of testing haha.
Something that I imagine would be pretty dang difficult but awesome would be if splash damage could go through it as well.
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> Still be cool though. I’d be all over it for customs.
Yeah I imagine you’re right this late in development; it’d most likely best be used as equipment on future maps designed with it in mind- or in customs as you say.
lol I just wanna grenade someone through a portal so bad- and no game gives me that option!
What if the equipment only deploys one teleporter node and the other is at a single fixed location on the each map? Or maybe one fixed location per team on each map?
Further the deployable node could be enter only and the map node be exit only, so no matter what when someone goes into a teleporter, you know where they’ll end up.
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> **Some practical thoughts just for fun:**The portals could have relatively simple corresponding/opposing hemispheres oriented in relation to each other, which could make them function uniformly regardless of placement. it might look like this- if it makes sense:
>
> —>A B—>
> A<— <—B
>
> Also to be honest I just don’t think you should be able to take the flag through it by default. But balls/bombs, on the other hand…
>
> I think being able to counter it if it’s used offensively would be pretty important, so I think having some tangible part/“projector” that could be shot at a few times to destroy it. But I have no idea how how durable it should be that seems like it’d need a lot of testing haha.
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> Something that I imagine would be pretty dang difficult but awesome would be if splash damage could go through it as well.
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> > 2533274801036271;3:
> > Still be cool though. I’d be all over it for customs.
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> Yeah I imagine you’re right this late in development; it’d most likely best be used as equipment on future maps designed with it in mind- or in customs as you say.
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> lol I just wanna grenade someone through a portal so bad- and no game gives me that option!
I definitely don’t agree with preventing flag carriers from using them. I believe if you want to implement teleporters you should fully commit to them and find a way of balancing them around flag carrying. Half the potential fun of teleporters revolves around objective play, so it would be a waste to not support that.
Regarding balancing though, what if it took a certain amount of time (depending on the distance between nodes) to travel between teleporters? Enemy players would have the opportunity to stop you as you teleport by destroying one of the nodes and leaving you in teleporter ‘limbo’, thus killing you.
The nodes would also still be two way, so they’re only effectively advantageous so long as the enemy team doesn’t know about them.