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team assigned mine / astroid / astroid spawns?

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amgine

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Joined: Thu Apr 19, 2012 2:57 pm

Post Thu Oct 25, 2012 4:57 pm

team assigned mine / astroid / astroid spawns?

Hi this is amgine here to suggest somthing i was thinking about what if you could assign preplaced mines, astroids, and asteroid spanws to a team?

so anyone who is not on that team would get hurt if they touched it.

what do you think?

Cheers amgine?
Bitfighter Forever.
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BlackBird

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Post Thu Oct 25, 2012 6:24 pm

Re: team assigned mine / astroid / astroid spawns?

Um, may I ask why?
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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sam686

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Post Thu Oct 25, 2012 7:11 pm

Re: team assigned mine / astroid / astroid spawns?

Bitfighter already keeps track on Mines for which team to show an obvious bright circle to that team, harder to see from enemy. Should we have friendly fire on mines killing your own team? That was talked a little bit on Friendly fire.

As for Team Asteroid, not sure if I want to see my ships going through asteroids.
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bobdaduck

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Post Thu Oct 25, 2012 9:06 pm

Re: team assigned mine / astroid / astroid spawns?

Asteroids are hostile to all... In any sort of realistic context it wouldn't make sense if they played sides.
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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Post Fri Oct 26, 2012 7:48 am

Re: team assigned mine / astroid / astroid spawns?

I like to imagine new features in a BBB environment. Currently, regular asteroids are only a minor inconvenience in that they get obliterated so quickly, it neither adds nor takes anything from the feel of the game. Assigning asteroids to teams wouldn't really add anything. Unless amgine has a particular purpose in mind for this proposed feature, I don't see any advantage or disadvantage that this might provide to a designated team.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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CleverBot

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Post Fri Oct 26, 2012 11:33 am

Re: team assigned mine / astroid / astroid spawns?

BlackBird wrote:Unless amgine has a particular purpose in mind for this proposed feature, I don't see any advantage or disadvantage that this might provide to a designated team.

Is the purpose regarding distractions/obstacles too hard to consider? If I'm force to shoot at something, BB, it's in my way, obviously. I can't always go around asteroids and sometimes I have to go through them. Plus, a size 5 of 6 asteroid can take a while to be destroyed completely. The stars in the background of the game are "useless." However, without the stars, the theme wouldn't appear space-like.
You seem to criticize others for their lack of purposes. Also, most of the proposed ideas here were denied, but some are being intergraded without consent from the common players and were discussed privately.
"Unless amgine has a particular purpose in mind for this proposed feature..." said BlackBird. You act like Amgine may not have a purpose for the feature that s/he proposed. Is this doubt not a bit naive or an expression of a negative tone? The advantage/disadvantage is obviously in regard to the advantage/disadvantage of the default asteroids. Anyone can think that something is petty. Also, we do have similar purposes for this discussion.
_________________________________________________________________
Bobdaduck's argument was actually very objective, but it regarded to reality, not necessarily to the gaming environment. So, like in the past, it could be considered irrelevant.
Is it realistic that a ship can come at a complete stop without using reversal thrust?
Is it currently science-fiction that a ship can form an energetic shield around itself that completely protects the ship?
The main point is that there are already current features of the game that don't seem realistic.
_________________________________________________________________
Sam686 didn't have an argument, but merely facts and constructive considerations.
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Some of us watched movies, games, or imagined a ship in frustration going through the asteroid belt of Mars. However, an asteroid spawn doesn't seem good enough as a feature. It should instead be a turret that shoots out (spawns) mines that float away in a straight line. They work like mines, except they can actually move, similarly to the test items or resource items. However, once the mine touches something, it blows up. I mainly just enhanced Amgine's idea into a more conventional idea with a bit of creativity.
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bobdaduck

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Post Fri Oct 26, 2012 4:28 pm

Re: team assigned mine / astroid / astroid spawns?

What I said about realism was not necessary "is this real life" but more "Is this consistent in the game context". Which team asteroids aren't. It would be like assigning teams to resourcitems, or to walls.
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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CleverBot

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Post Fri Oct 26, 2012 7:46 pm

Re: team assigned mine / astroid / astroid spawns?

bobdaduck wrote:Asteroids are hostile to all... In any sort of realistic context it wouldn't make sense if they played sides.
bobdaduck wrote:What I said about realism was not necessary "is this real life" but more "Is this consistent in the game context". Which team asteroids aren't. It would be like assigning teams to resourcitems, or to walls.


You said "any sort of realistic context" and there are universal standards of the definition of the term realistic. So it is logically reasonable to necessarily regard that you're talking about reality.
However, you INTENDED to consider the consistency of the theme of bitfighter (gaming environment). Clarity is essential.

Teams do have spy bugs and turrets assigned to them. If a team cannot use certain resource items, that can be an obstacle by preventing one team from having too much engineered weapons/items. However, apparently most of us agree that asteroids being assigned to teams don't match the general theme of bitfighter.
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sam686

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Post Fri Oct 26, 2012 8:04 pm

Re: team assigned mine / astroid / astroid spawns?

bobdaduck wrote:What I said about realism was not necessary "is this real life" but more "Is this consistent in the game context".
(me searches what consistent "Compatible or in agreement with something")

Bitfighter version 017 is not consistent to Bitfighter 016 simply because Bitfighter 017 can't connect to Bitfighter 016. So you are saying you don't want to see any more Bitfighter releases?


CleverBot wrote: The stars in the background of the game are "useless." However, without the stars, the theme wouldn't appear space-like.
Stars are not completely useless, cloaked ships still black out stars. Maybe graphics could somehow be made better...

CleverBot wrote:They work like mines, except they can actually move, similarly to the test items or resource items.
I think that should be true, because mines aren't connected to anything because there is no floor, mines are just floating in space.
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bobdaduck

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Post Fri Oct 26, 2012 11:44 pm

Re: team assigned mine / astroid / astroid spawns?

sam686 wrote:
bobdaduck wrote:What I said about realism was not necessary "is this real life" but more "Is this consistent in the game context".
(me searches what consistent "Compatible or in agreement with something")

Bitfighter version 017 is not consistent to Bitfighter 016 simply because Bitfighter 017 can't connect to Bitfighter 016. So you are saying you don't want to see any more Bitfighter releases?

....


CleverBot wrote:They work like mines, except they can actually move, similarly to the test items or resource items.

We should change the name to "moving mines" then. An asteroid is a rock. Why on earth a rock would take sides is beyond me.
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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