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Kamikaze button

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sky_lark

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Post Thu Dec 19, 2013 8:41 pm

Kamikaze button

dude

kamikaze button

You trigger a countdown on your ship that detonates yourself in 5 seconds, no take backs

Any ship or item within a nearby vicinity when you explode is damaged moderately. perhaps even killed if they have really low health

omg
pls devs

In all seriousness - with all the talk about balancing weapons, I think it's worth considering a lighthearted weapon that is useless 95% of the time, but on those few occasions where it's timed perfectly, is super destructive. Think like a melee weapon in a multiplayer AAA shooter. Definitely not worth using all the time, but on occasion can be quite useful. (I actually thought about a "useless" melee weapon, but without an ammo mechanic it'd be truly pointless in Bitfighter...)

There are two aspects to consider:
- Silly, hilarious fun
- Actual, legitimate use for competitive play

As much as I like the competitive edge of Bitfighter, let's not downplay just how much silly fun this game is. Mining teammates, slamming into players to knock them off course, insanely fast spybug launchers, etc. The game is just as much crazy chaotic madness as it is competitive battling. :) I think a kamikaze button would definitely enhance that area of the game and add in a unique component. Players using it would scramble to find someone to kill within the short time window, possibly leading to hilarious results if they could not find a target... or even if they could!

Play "tag" with a friend (erm, ex-friend more likely). ;) Storm the enemy base... very quickly. Deliver a faceful of ka-boom straight into a crowded area. The possibilities are endless.

If designed well, a kamikaze function would prevent overly frequent use. Restrictions I would suggest - Must have more than 50% health, cannot use weapons or modules simultaneously, except maybe for boost. This should not be considered a viable means of attack in 95% of game situations.

That being said, I could really see it being valuable in a bottlenecked environment or chaotic firefight. Think about all of our maps with tight spaces, then add in the pressure of a raging kamikaze ship. Yeah.

Plus, it would require virtually no effort to use! Even the most skilled players could be brought down by an ambitious kamikazer.

Thoughts?

PS. In the off-chance you change your mind, picking up an aid item would negate the kamikaze action. Realistically you're probably gonna go kabloeey if you push that button, though. :P
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Little_Apple

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Post Thu Dec 19, 2013 9:06 pm

Re: Kamikaze button

tl;dr

Space Creepers.
Hee-ho!
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tazinator

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Post Thu Dec 19, 2013 10:21 pm

Re: Kamikaze button

no, too detailed without much workability.. imean it is tl dr - i simmes
but yes to the title. altho i use /idle atm
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
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bobdaduck

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Post Thu Dec 19, 2013 10:22 pm

Re: Kamikaze button

My idea for the same thing (silly, mostly but not all the way useless thing) was a tractor beam module. It would have to affect testitems and resourceItems and turrets too, of course.
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Santiago ZAP

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Post Thu Dec 19, 2013 11:22 pm

Re: Kamikaze button

Just fire a burst at yourself, 019 detonates it in less than 0.1 seconds
Little_Apple wrote:tl;dr
Space Creepers.

You win the internet for today

On topic, I dont really like this idea, it would be highly abused when Bull-Rushing and going out of energy, you simply ZipZap yourself and kill with no energy left, which is really unfair
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amgine

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Post Fri Dec 20, 2013 10:56 am

Re: Kamikaze button

No

It would be abused if Your about to kill someone they could sucide to prevent you from scoring.
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sky_lark

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Post Fri Dec 20, 2013 12:43 pm

Re: Kamikaze button

tazinator wrote:no, too detailed without much workability.. imean it is tl dr - i simmes
but yes to the title. altho i use /idle atm

Too detailed? Wait, why exactly is this a problem? I know I write long posts, but come on, don't negate my idea on the principle that it's too thought out.

/idle kills yourself, yes, but it doesn't damage players around you. Different concepts, different strokes.

Santiago ZAP wrote:On topic, I dont really like this idea, it would be highly abused when Bull-Rushing and going out of energy, you simply ZipZap yourself and kill with no energy left, which is really unfair

I'm not sure I understand your argument? Weapons can still be fired and players can still be killed even if you're out of energy. Plus, energy regenerates in like two seconds - it's not like you run out of energy you're completely screwed and need to resort to kamikaze... or did you mean to say health?

If designed properly, there would be more downsides than upsides to using the action. So what's the point? It's (a) a fun and unique take on traditional combat mechanics and (b) would only be effective if used sparingly, in perfectly timed situations, thus limiting abuse and excess use.

amgine wrote:No

It would be abused if Your about to kill someone they could sucide to prevent you from scoring.

There is a 5 second timer. The explosion is not immediate. That player would have to survive for 5 seconds for the kamikaze to be rendered, and if they could do that, then I'm skeptical that they were on the brink of death in the first place.

Thanks for all of the ideas!
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Santiago ZAP

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Post Fri Dec 20, 2013 4:05 pm

Re: Kamikaze button

When you're bull rushing you're kinda pushing all your energy and when its out, you keep firing phasers thats what I meant, You deny either your points or kill him lol
In my opinion it would be good as a levelgen, But not much as a real feature :/
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sky_lark

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Post Fri Dec 20, 2013 6:52 pm

Re: Kamikaze button

I still don't know if I understand you? But to be clear, players activating kamizake would be restricted from using weapons and modules (except boost). That would prevent players from combining kamikaze with "bull charging" as you mentioned as an uber death machine.
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watusimoto

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Post Tue Dec 24, 2013 3:59 am

Re: Kamikaze button

You know, just thought I should mention that we've always looked for ways to disincentivize suicide... it kind of seems relevant to this thread.
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sky_lark

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Post Tue Dec 24, 2013 10:56 am

Re: Kamikaze button

The kamikaze is an offensive tool. It does require the loss of life, but its function is to damage enemy players. Additionally, certain parameters must be met for it to be used to prevent it from just being a "way out" when a player has low stats.

If nothing else, the 5 second countdown ought to be pretty effective against players just using it to kill themselves. I'd think if I want to zap myself I would use a weapon and get it over with in half that time.

My two cents - thanks for your input.
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amgine

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Post Tue Jan 07, 2014 1:56 pm

Re: Kamikaze button

But sucide would have a penelty kamikaze would not.

Also Its easy to dodge or hide from somone for 5 seconds till you die. especially on large maps.
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sky_lark

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Post Tue Jan 07, 2014 4:21 pm

Re: Kamikaze button

amgine wrote:But sucide would have a penelty kamikaze would not.

What? I don't follow. The "penalty" in suiciding is the same as in kamikaze: You die. With suiciding you die instantly, with kamikaze you die after 5 seconds. The only difference is you get to injure other players with kamikaze. There's still a negative effect of kamikaze, as there should be.

amgine wrote:Also Its easy to dodge or hide from somone for 5 seconds till you die. especially on large maps.

Hiding for 5 seconds to activate the suicide effect of the kamikaze might be doable, but it's certainly not convenient. If I choose to suicide, it's because I need health and energy quickly. Waiting 5 seconds to then die is completely silly. If I'm going to spend 5 seconds, I might as well use it to gain more energy and health, or let someone else kill me.

There is literally zero advantage to using kamikaze as a self-inflicting harm kind of tool.
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amgine

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Post Tue Jan 07, 2014 10:21 pm

Re: Kamikaze button

other problems include people sheilding or cloaking or shooting/mining you before you explode.

that said people WILL abuse it and it doesnt help stragicly in my opinion. Ill always be against it.
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sky_lark

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Post Thu Jan 09, 2014 9:01 am

Re: Kamikaze button

amgine wrote:other problems include people sheilding or cloaking or shooting/mining you before you explode.

Yup! Those are the drawbacks to such a tool. All weapons and modules have negative effects to prevent unreasonable destruction. These aren't "problems" - they are designed aspects of the tool.

Although I would point out that a cloaking enemy would likely not receive any kind of protection against a kamikaze. You can't hide to avoid an explosion! :)

amgine wrote:that said people WILL abuse it and it doesnt help stragicly in my opinion. Ill always be against it.

I'm sorry you feel that way. If you could give me an example for how it might be abused, I'd be happy to address it. I realize abusers are creative, but I can't really figure out how this could be exploited.
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Fordcars

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Post Thu Jan 09, 2014 3:19 pm

Re: Kamikaze button

Yeah I agree, it would be better as a levelgen
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YoshiSmb

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Post Sat Jan 11, 2014 2:10 pm

Re: Kamikaze button

Fordcars wrote:Yeah I agree, it would be better as a levelgen


I agree too, we need to keep bitfigther a bit same as Zap!
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amgine

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Post Mon Feb 17, 2014 7:06 pm

Re: Kamikaze button

You cant be exploded if they cant find you to blow you up......
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sky_lark

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Post Mon Feb 17, 2014 9:41 pm

Re: Kamikaze button

YoshiSmb wrote:I agree too, we need to keep bitfigther a bit same as Zap!

Out of respectful curiosity, are you serious? Do you think Bitfighter should stick close to its roots or expand more, or a little of both maybe?

amgine wrote:You cant be exploded if they cant find you to blow you up......

This is correct. Just like a player cannot be killed if they cannot be found. Can you elaborate on your statement? Why is that good/bad?
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Fordcars

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Post Mon Feb 17, 2014 10:54 pm

Re: Kamikaze button

Maybe there would be a limit (4, 5?) of the amount of times you can use it.

Oh, but with a 5 second timer and loadout it would be fine!
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bobdaduck

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Post Tue Feb 18, 2014 12:18 am

Re: Kamikaze button

I like this idea.

Things that are not utiltarian-practical, but still add to the game deserve thought.

I think this will be a very fun thing to mess around with, and yes, just enough actual use to be valuable in specific situations.
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Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
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amgine

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Post Tue Nov 11, 2014 10:50 pm

Re: Kamikaze button

bumping old threads cause im a troll. :twisted:
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YoshiSmb

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Post Tue Nov 11, 2014 10:58 pm

Re: Kamikaze button

sky_lark wrote:
YoshiSmb wrote:I agree too, we need to keep bitfigther a bit same as Zap!

Out of respectful curiosity, are you serious? Do you think Bitfighter should stick close to its roots or expand more, or a little of both maybe?


Man no, Im not that serious!
I think it's a bit "Silly", because, why kamikaze?
as to you'r question, We need to expand Bitfighter beyond of what does it have, but at the same time, keep the feel of nostalgia!
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sky_lark

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Post Wed Nov 12, 2014 11:08 pm

Re: Kamikaze button

I still like the idea of a kamikaze button, but the 5 second timer is probably not a good idea. The kamikaze will be most useful in a "now or never" sort of situation -- when players are crowded in an area, the flag runner is getting away, etc and waiting 5 seconds before activating will likely yield little to no damage.

There do need to be tradeoffs to discourage users from utilizing the tool simply as a suicide function -- perhaps limited health on next spawn, longer spawn delay, or simply require the ship to have above 50% health and 50% energy when using a kamikaze.

When I had mentioned in my original post that this would be partly used for silliness -- that's not really a good reason for implementation. It would probably produce some humorous outcomes but ultimately I do think the tool has strategic value. It also appeals to newer players who may not quite have the skills to combat a veteran, but can use kamikaze to damage them nonetheless.
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YoshiSmb

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Post Sat Nov 15, 2014 9:35 am

Re: Kamikaze button

But do you remember the shield?

The shield can counter anything in the game, Not even a Kamikaze can damage it! (unless it can pass trough shields...)
:ugeek:

The Kamikaze should have a radius doubled of explosion and dealing an insta-kill at melee contact, but requires to have 75% of Health and Energy.
:ugeek:

That's if we get it implemented. :D
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sky_lark

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Post Sat Nov 15, 2014 11:10 am

Re: Kamikaze button

The kamikaze must be able to do damage through a shield, otherwise it's useless. However damage ought to be severely limited when shield is used.

I don't think kamikaze in general should be insta-kill, but it can deal like 75% damage (25% with shield?). Most of the time that's enough to kill right away anyway but it ensures it's not too powerful a weapon.
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amgine

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Post Fri Nov 21, 2014 10:23 am

Re: Kamikaze button

Still kinda pointless Burst Shield Is still more effective.
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sky_lark

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Post Fri Nov 21, 2014 11:34 am

Re: Kamikaze button

Burst doesn't damage through shield. However it does indicate how a kamikaze attack might appear.
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amgine

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Post Fri Nov 21, 2014 12:45 pm

Re: Kamikaze button

Or useing burst burst which has a large blast and incredible knockback raduis and instant kills.
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