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Re:The Design is the Implementation by danShumway on Wednesday August 15, 2018 @08:02AM (#17765356)
Whenever you die, your 'focus' shifts and you go back to the beginning of the level. Other players stay when they are.

Your 'focus' can be pulled and pushed backwards based on other player actions - when a wave moving through time would force you to make a decision (ie, a player being in a different spot than you remember them), your focus will shift to that point in time so that you can make the decision.

This is important because it allows you to kind of grapple people towards you if they're about to complete an objective at a certain point on the timeline.

I hinted at this system near the end of the article when I was talking about how much of the world entities were aware of during updates, but this means that Reset Hard is closer to a tactical, Counter Strike kind of game than it is a twitch-based Overwatch kind of game. You won't be able to see where players are unless they're in the same room as you.

But, just as an example:

That means if you have two things you need to do at the end of a level and you don't want to waste real-world time going through the entire level twice, you could do one of them, and then run into me and trick me into shooting you. Then, you could unload my gun in the past before I pick up and push a wave with that gun unloaded forward on the timeline at 2x speed. When I tried to shoot you in the future, both you and I would jump to that time to respond to the new situation. Then, you could overpower me and you'd be right next to whatever second objective you wanted to complete.

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