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Enigeer mode additions

PostPosted: Thu Apr 26, 2012 11:36 am
by amgine
Hey this is amgine just suggesting a few things that you could add to make enigeer mode more fun.

1. be able to turn modules into astroids

2. be able to make boost pads

3. be able to make warps ( i know iits a bit of a stretch)

4. be able to made floating turrets.

5. be able to make hostile turrets ( lol ^-^ )

post what you think and have fun!

Re: Enigeer mode additions

PostPosted: Thu Apr 26, 2012 7:39 pm
by bobdaduck
I hate engineer and I vote against touching it ever again except to remove it from the game.

Re: Enigeer mode additions

PostPosted: Thu Apr 26, 2012 8:26 pm
by raptor
@bobdaduck

Even with the newer reduction in forcefield abuse that was coded in? I think Engineer is still defaulted to off...

*raptor goes off to double check

Re: Enigeer mode additions

PostPosted: Thu Apr 26, 2012 9:34 pm
by Heyub
Hostile turret might be fun for bit matches.

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 6:09 am
by bobdaduck
The problem isn't abuse of engineer, its the fact that every map with it inevitably turns into an engineer fest. That, or the fact that the team that has an engineer on it wins if the teams are even, pretty much every time.

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 6:14 am
by BlackBird
Ever since the devs nerfed engineer, it really hasn't appealed to me at all.

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 6:57 am
by Heyub
I... Kind of like the engineer module :)
Though buildable asteroids sounds cool it would probably turn into an instant-death weapon... I think it might be fun to add the option to build a hostile to all turret, specially in bitmatch :D

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 7:12 am
by CleverBot
Why not build a nuke?
Everyone will explode...awesome! :mrgreen:

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 7:19 am
by sam686
Some of you are sort of scaring away his first post by only saying you want that engineer removed... It is called strategy, mostly like repair. Take time using it early, or the enemy might later on be able to get through faster.

amgine wrote:Hey this is amgine just suggesting a few things that you could add to make enigeer mode more fun.

1. be able to turn modules into astroids

2. be able to make boost pads

3. be able to make warps ( i know iits a bit of a stretch)

4. be able to made floating turrets.

5. be able to make hostile turrets ( lol ^-^ )

1. resource item turning into asteroids might not me much use though, including how to turn back to resource items after asteroids is gone.
2. Resource items turning to speed zones, but how to destroy it to turn back into resource item?
3. I often thought engineer teleporters could be cool, as long as it could be destroyed, maybe engineered teleporters auto destroy itself after maybe about 5 teleports.
4. Free floating turret has been mostly talked about before, only difference is being engineer just like regular turrets.
5. I think I will more like my engineer turrets and force fields to be on my team in a no-team game play, and the enemies see it as enemy hostile.

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 7:45 am
by Heyub
The problem with engineered portals is it could end up ruining ctf matches...

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 8:35 am
by Little_Apple
need a teleporter here

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 11:18 am
by CleverBot
Little_Apple wrote:need a teleporter here

We already have teleports in the game. This isn't a portal game; however, this isn't logical support for the claim of no engineered teleports. I honestly see no problem with engineered teleports, unless the enemy cannot kill them easily. Teleports should be able to be easily destroyed; thus, they need good protection to actually exist and be purposeful.

The ultimate problems that we should consider is how much energy is required to make these new "objects" and should there be a cast-time for certain objects, like teleport?
Cast-time: the time that's required to place an object.

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 2:21 pm
by sam686
Heyub wrote:Though buildable asteroids sounds cool it would probably turn into an instant-death weapon...
Not instant death while using shields. Asteroid can't damage through shields.

Other ideas include:
Engineer a health pickup item
Engineer loadout zone
Engineer a new robot (s_bot, clone_bot, or others)
Engineer more players (probably not possible)

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 2:46 pm
by BlackBird
sam686 wrote:
Heyub wrote:Though buildable asteroids sounds cool it would probably turn into an instant-death weapon...
Not instant death while using shields. Asteroid can't damage through shields.

Other ideas include:
Engineer a health pickup item
Engineer loadout zone
Engineer a new robot (s_bot, clone_bot, or others)
Engineer more players (probably not possible)

Engineerable bots would make much more sense as opposed to /adding or /kicking them.

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 3:02 pm
by watusimoto
On my super long-term list of stuff to do is engineerable teleports. Hard to make, easy to destroy. Perhaps totally lame. Who knows, until we try it?

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 9:39 pm
by sky_lark
amgine wrote:Hey this is amgine just suggesting a few things that you could add to make enigeer mode more fun.

1. be able to turn modules into astroids

2. be able to make boost pads

3. be able to make warps ( i know iits a bit of a stretch)

4. be able to made floating turrets.

5. be able to make hostile turrets ( lol ^-^ )

post what you think and have fun!

Thanks for posting! My two cents:

1. Modules into asteroids? Could you reword that? Do you mean create a module for spawning asteroids?

2. This is an interesting idea, but I think it'd be a challenge to balance. If a speedzone is spawned at the enemy base, that becomes the new way to travel. Anyone wishing to destroy it must go through the endless wave of enemies actively using that speedzone and careening towards your base.

3. I'm strongly opposed to engineerable teleports. You can find my argument here (scroll down) and a discussion of the idea here. I think even if placeable teleports are weak they'd still disrupt the classic chase of the flag runner, promote solo play as opposed to teamwork, and encourage (in-game) suicides. That being said, I'm in favor of trying new things, so I support the initiative to experiment with engineerable teleports if set in motion.

4. As sam686 noted, floating turrets have been/are being discussed in another thread, check it out! :)

5. You're just evil! :D

Re: Enigeer mode additions

PostPosted: Fri Apr 27, 2012 10:00 pm
by CleverBot
sky_lark wrote:5. You're just evil! :D

:twisted: Agree!
We should have number 5, so that I can troll legitimately. ;)