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Enigeer mode additions

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amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Thu Apr 26, 2012 11:36 am

Enigeer mode additions

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!
Bitfighter Forever.
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bobdaduck

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Post Thu Apr 26, 2012 7:39 pm

Re: Enigeer mode additions

I hate engineer and I vote against touching it ever again except to remove it from the game.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
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raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Thu Apr 26, 2012 8:26 pm

Re: Enigeer mode additions

@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
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Heyub

Posts: 66

Joined: Thu Jul 22, 2010 2:57 pm

Post Thu Apr 26, 2012 9:34 pm

Re: Enigeer mode additions

Hostile turret might be fun for bit matches.
Honesty; I am not smart. Political; My vast knowledge is truly breathtaking.
Contract; I, herby, declare my knowledge unarguably* vast.
*In comparison to semi-intelligent life forms.
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bobdaduck

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Post Fri Apr 27, 2012 6:09 am

Re: Enigeer mode additions

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.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
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BlackBird

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Location: Maryland USA

Post Fri Apr 27, 2012 6:14 am

Re: Enigeer mode additions

Ever since the devs nerfed engineer, it really hasn't appealed to me at all.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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Heyub

Posts: 66

Joined: Thu Jul 22, 2010 2:57 pm

Post Fri Apr 27, 2012 6:57 am

Re: Enigeer mode additions

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
Honesty; I am not smart. Political; My vast knowledge is truly breathtaking.
Contract; I, herby, declare my knowledge unarguably* vast.
*In comparison to semi-intelligent life forms.
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CleverBot

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Location: Orokin Void

Post Fri Apr 27, 2012 7:12 am

Re: Enigeer mode additions

Why not build a nuke?
Everyone will explode...awesome! :mrgreen:
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sam686

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Location: United States, South Dakota

Post Fri Apr 27, 2012 7:19 am

Re: Enigeer mode additions

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.
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Heyub

Posts: 66

Joined: Thu Jul 22, 2010 2:57 pm

Post Fri Apr 27, 2012 7:45 am

Re: Enigeer mode additions

The problem with engineered portals is it could end up ruining ctf matches...
Honesty; I am not smart. Political; My vast knowledge is truly breathtaking.
Contract; I, herby, declare my knowledge unarguably* vast.
*In comparison to semi-intelligent life forms.
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Little_Apple

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Post Fri Apr 27, 2012 8:35 am

Re: Enigeer mode additions

need a teleporter here
Hee-ho!
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CleverBot

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Post Fri Apr 27, 2012 11:18 am

Re: Enigeer mode additions

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.
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sam686

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Joined: Fri Oct 15, 2010 8:53 pm

Location: United States, South Dakota

Post Fri Apr 27, 2012 2:21 pm

Re: Enigeer mode additions

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)
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BlackBird

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Location: Maryland USA

Post Fri Apr 27, 2012 2:46 pm

Re: Enigeer mode additions

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.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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watusimoto

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Location: Quartz's mom's house

Post Fri Apr 27, 2012 3:02 pm

Re: Enigeer mode additions

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?
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sky_lark

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Joined: Wed Mar 10, 2010 6:00 pm

Post Fri Apr 27, 2012 9:39 pm

Re: Enigeer mode additions

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
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CleverBot

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Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Fri Apr 27, 2012 10:00 pm

Re: Enigeer mode additions

sky_lark wrote:5. You're just evil! :D

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

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