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Bungee Coop mode

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amgine

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Post Fri Oct 05, 2012 4:26 pm

Bungee Coop mode

Hi this is enigma i had a idea for somthing.

so what if in the game you had the option of turning this mode on when actiave it does the following

1 players will spawn in pairs connected by a bungee only by cooperating will you being able to move and play properly.

2 if there arre fewer then 3 people then the approrate number of bots will be added.

3 If either one the connected partners die they bolth die and respawn.

4 would be activated by typing /bungee {on/off} which would acitvate it the next round.

cheers amgine
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Little_Apple

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Post Fri Oct 05, 2012 9:20 pm

Re: Bungee Coop mode

This idea reminds me of sketchfighter
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sky_lark

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Post Sat Oct 06, 2012 8:37 pm

Re: Bungee Coop mode

Maybe implement as an easter egg for server owners?
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Skybax

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Post Sun Oct 07, 2012 12:04 pm

Re: Bungee Coop mode

SketchFighter all the way
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amgine

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Post Fri Oct 26, 2012 6:24 pm

Re: Bungee Coop mode

Yes i hope this thread gets more feedback i htink it would be a good idea any objections?
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sam686

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Post Fri Oct 26, 2012 8:20 pm

Re: Bungee Coop mode

amgine wrote:players will spawn in pairs connected by a bungee only by cooperating will you being able to move and play properly.
A few problem, idling AFK players and stupid robots. Also a forcefield appears (from enemy repair) could split the ship pairs or make ship pairs get stuck.
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Skybax

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Post Mon Oct 29, 2012 12:06 pm

Re: Bungee Coop mode

sam686 wrote:
amgine wrote:players will spawn in pairs connected by a bungee only by cooperating will you being able to move and play properly.
A few problem, idling AFK players and stupid robots. Also a forcefield appears (from enemy repair) could split the ship pairs or make ship pairs get stuck.

Whiiiiich would be an excellent tactic to use!
It's not like the forcefields are unbeatable or anything in a way that would ruin the game.
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amgine

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Post Mon Oct 29, 2012 4:55 pm

Re: Bungee Coop mode

A few problem, idling AFK players and stupid robots. Also a forcefield appears (from enemy repair) could split the ship pairs or make ship pairs get stuck.


1.forcefilds wouldnt be a problem as you could jsut destory them to get trough them also it would make people have to to be more carefull about there movments which i htink would make it a bit more strategic.

2. as for idle players. not sure.

3. for bots. maybe you could sript in if its a bot the robot will just follow whichever way you move and shoot/heal stuff if bungee mode is active.
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Fordcars

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Post Thu Nov 01, 2012 6:11 pm

Re: Bungee Coop mode

Or it's just a command for the admin. for example:
/bungee amgine to sam686
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Little_Apple

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Post Thu Nov 01, 2012 6:26 pm

Re: Bungee Coop mode

i like the concept of this, but i dont see what the objective of the gamemode would be. maybe a robot hoard mode where you defend a core for as long as you can?
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amgine

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Post Fri Jan 11, 2013 1:40 pm

Re: Bungee Coop mode

There isnt one game mode only thing in theory it cou:d be implemented in any mode.
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sky_lark

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Post Sat Jan 12, 2013 5:57 pm

Re: Bungee Coop mode

amgine wrote:1.forcefilds wouldnt be a problem as you could jsut destory them to get trough them also it would make people have to to be more carefull about there movments which i htink would make it a bit more strategic.

2. as for idle players. not sure.


1. Some forcefields are purposely designed to be unbeatable.

2. Just let the active player in the pair move, but at a much slower pace.

Frankly, I'm more worried about how matching would work. Everyone has a different personality and set of goals. Some people like to screw around, or chat, or play strategic, or play agressive, etc. Putting two people together randomly and forcing them to play together seems like a disaster.

However, if you could figure out a way to let players "assign" bungees, that might work better. It would probably work a lot better if likeminded players could pair themselves. But then you'd have to get a reason for pairing. Maybe this could be used for dungeon maps, to get through specific obstacles?
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amgine

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Post Mon Jan 14, 2013 4:26 pm

Re: Bungee Coop mode

1. if you cant destroy it you cant get stuck in it.

2. i don't have a valid reason but I don't think that would be a good idea other then i think it would work.
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sky_lark

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Post Mon Jan 14, 2013 8:33 pm

Re: Bungee Coop mode

I disagree with both of your points.

1. Consider a scenario where the forcefield emitter is placed in between two walls with the tiniest of gaps allowing the beam to shine through. In other words, the emitter is impossible to destroy, but the beam itself is passable by players. A player on one team could hold the beam down, allowing a bungee pair of the enemy team to pass through, then fly away, trapping the players on each side of the beam. (I can draw an example if you're confused.)

It won't happen often, but there should nonetheless be protocol for figuring out what to do if it does happen.

2. My concern with requiring both players to be active at the same time echoes another concern presented above -- what if one player goes afk? It happens, and it happens a lot. I think preventing one player from moving just because their partner steps away from the computer for a few minutes would be horribly frustrating.
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Fordcars

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Post Mon Jan 14, 2013 9:08 pm

Re: Bungee Coop mode

amgine never makes typos
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Fordcars

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Post Mon Jan 14, 2013 9:09 pm

Re: Bungee Coop mode

sky_lark wrote:I disagree with both of your points.

1. Consider a scenario where the forcefield emitter is placed in between two walls with the tiniest of gaps allowing the beam to shine through. In other words, the emitter is impossible to destroy, but the beam itself is passable by players. A player on one team could hold the beam down, allowing a bungee pair of the enemy team to pass through, then fly away, trapping the players on each side of the beam. (I can draw an example if you're confused.)

It won't happen often, but there should nonetheless be protocol for figuring out what to do if it does happen.

2. My concern with requiring both players to be active at the same time echoes another concern presented above -- what if one player goes afk? It happens, and it happens a lot. I think preventing one player from moving just because their partner steps away from the computer for a few minutes would be horribly frustrating.



Agress bungee is just too wacky too
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amgine

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Post Mon Jan 14, 2013 9:13 pm

Re: Bungee Coop mode

1. they could sucide ot get untraped.

2. how about you move faster if one player is dile thne if 2 are.

3. I htink its a good idea.
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sky_lark

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Post Tue Jan 15, 2013 9:34 am

Re: Bungee Coop mode

amgine wrote:2. how about you move faster if one player is dile thne if 2 are.


What are you trying to say here?
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amgine

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Post Tue Jan 15, 2013 2:26 pm

Re: Bungee Coop mode

2 what if 1 player is /idle they move faster then if there not idle also it wouldn't be a problem for one team it would be a problem for bolth.

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bobdaduck

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Post Tue Jan 15, 2013 3:17 pm

Re: Bungee Coop mode

Can we just... Like... Scrap this idea?
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Little_Apple

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Post Tue Jan 15, 2013 3:18 pm

Re: Bungee Coop mode

yes please.
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sky_lark

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Post Wed Jan 16, 2013 11:23 am

Re: Bungee Coop mode

amgine wrote:2 what if 1 player is /idle they move faster then if there not idle also it wouldn't be a problem for one team it would be a problem for bolth.

So the pair would move faster if one person is idle? That actually kind of makes sense; it would be a way for the active player to essentially catch up if their partner is afk.

However, I think the key is that you'll want to encourage the teamwork. If duos can move faster by having one player go afk, then that could be abused to help the duo gain speed. I think my suggestion of having the pair move slower instead of faster when someone's afk encourages teamwork and doesn't give an option for abuse.
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amgine

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Post Tue Jan 22, 2013 11:25 pm

Re: Bungee Coop mode

hmm maybe your right.
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