So just what would driving in the Matrix be like?

1 posts ยท 2005-08-27 06:58:00 to 2005-08-27 06:58:00

#10400009127 08/27/2005 06:58 So just what would driving in the Matrix be like?
For a redpill that is, as we all know what it's like for a bluepill. Well, perhaps the following would be one possible way for driving in the Matrix to work. First off to make it easier to explain, I refer you to exhibit A:

This isn't going to be like GTA!

As you can see from here, driving would be handled much like interlock. Using the new "Intertravel" system. The basics of the Intertravel system are the six icons used to issue commands during Intertravel. These are (from left to right):

1) Turn left - only usable when a left turn is ahead, allows you to turn left
2) Go straight on - only usable when the road continues ahead, allows you to carry on in that direction
3) Turn right - only usable when a right turn is ahead, allows you to turn right
4) Start moving - allows a stationary car to start moving
5) Stop moving - used when driving to stop the vehicle
6) Exit vehicle - can be used at any time, whether the car is stationary or moving

If you use "Exit vehicle" while the car is moving, you will take some "falling damage" when leaving the vehicle and may be stunned for 3 to 5 seconds as a result. If you are the driver of the vehicle, it will continue moving for between 6 to 10 meters before stopping.

Passengers can leave a vehicle while it is moving. They will take the same "falling damage" and face the same chance of being stunned like the driver, but the vehicle will still move according to the driver's instructions. So for passengers, the Intertravel hotbar will display, but only the last icon is selectable.

As you can see in exhibit 1, if you cannot travel in any given direction due to the road layout, that direction will be ghosted out. Later patches to Intertravel could introduce such commands as "U turn" to allow you to change a vehicles direction.

How would selecting a direction work? Well you'd queue up you're desired direction by selecting the desired icon, (selected icons displayed by the yellow arrow) at the next set of turnings in the road, the vehicle will act upon the selected direction and then fetch the next set of possible directions - ghosting out icons as needed.

For stoping and starting, there will be a five second delay. For exiting a moving vehicle, there will also be a five second delay, but exiting a stationary vehicle will be instant.

Vehicles being controlled in this fashion will help to limit any concerns about possible lag, as vehicles will not be free ranging. They will only have set points where the direction can change, they cannot leave the road (although later patches, once latency reduction has been achieved, could allow for limited, controlled, off road action).

Vehicles also have the added bonus of traveling to other areas of megacity, much like the subway - by using the toll gates already in the game. Of course this won't be free and the driver will have to pay to use the toll gates. In the first version of Intertravel, this transition will be the same as the subway - with an additional delay to ensure that all players in the vehicle apprear at the new location at the same time. This delay will depend upon the slowest connection, so if you don't like it, don't travel with people on 56k modems!

These are just the basics of Intertravel, hope you enjoyed it.