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Engineer Energy Items

PostPosted: Sat Dec 15, 2012 6:34 pm
by sky_lark
I posted this as an alternate idea in another thread; I want to get a discussion rolling in a separate thread. I'm not a big fan of the engineering teleport concept because I think it can conflict with the desires and intentions of the level maker (although props to the devs for trying something new). But I think engineering an energy item is different because it has less overall impact on avoiding the level design and has more impact on strategy -- which is a good thing.

The primary point of engineering an energy item is to aid your teammates. You can use it impromptu, if your battle buddy needs a refill on their energy juice, or you could predict where your teammates might end up and place it there. It could be used as a defensive tool, placed in a crevice and marked with a spy bug for exhausted squad-mates, or be used offensively by placing it in a location that your team's invasion force will pass through.

I'm sure people can think of other crafty ideas. I was considering today how cool a strategy might be to purposely injure your ship so that passing enemies are "baited" into fighting a 1v1 with you. Then, you slowly lead them into an area you've drizzled with mines or first aid kits and other goodies, sending them into a fiery and woeful death. ;) An energy item could be applied in this strategy as a way to get an advantage on your enemy.

One thing to decide is if the engineered energy item would be one-time use or forever respawning. Also, we would need to consider if the energy item was exclusive to the team that placed it or open to any player.

Personally, I'd lean towards one-time use energy items. I think forever-respawning energy items, or an "energy machine," kind of borders on "going against the level designer's wishes." Think about it: most strategies are dynamic and have an expiration date. If an energy machine kept rolling out energy items then the initial strategic need would eventually pass and it'd feel more like an item the level designer wrongly placed than a tactical short-term placement.

As for exclusiveness, I do think energy items should be exclusive to the placing team, because if not there wouldn't be much incentive in placing it. If I'm going to place an energy item then I want to know it will benefit my team and not the enemy. However, this might lead to unfair placement (like right in the enemy's base). That abuse could perhaps be balanced by allowing exclusive energy items to be shot down by enemies. One-sided energy items could also have interesting benefits in level design.

Thoughts?

Re: Engineer Energy Items

PostPosted: Mon Dec 17, 2012 5:01 am
by watusimoto
I'm not sure I like this idea -- after all, we haven't yet even decided that EnergyItems really belong in the game at all (which is why they aren't available in the editor).

However, I think it would be a better design to have the EI perpetually respawn. This would make it more challenging to find a good location -- one that would advantage your team and disadvantage opponents. If it were respawning, it would be much less tempting to place one in a random forward location where enemies would have access.

Also, I think there should be a delay between planting the item and when it becomes active, to prevent users from engineering EIs as a way to get a quick energy fillip.

Finally, I think the EIs should be available for all players, regardless of team.

Re: Engineer Energy Items

PostPosted: Mon Dec 17, 2012 5:24 pm
by sky_lark
Thanks for the suggestions. :)

watusimoto wrote:Also, I think there should be a delay between planting the item and when it becomes active, to prevent users from engineering EIs as a way to get a quick energy fillip.

That, or have the energy cost of placing an item equal the gain, therefore negating the personal advantage.

Re: Engineer Energy Items

PostPosted: Wed Dec 19, 2012 2:16 am
by watusimoto
And what would happen after you picked up the energy item? You'd get a resource item too?

Re: Engineer Energy Items

PostPosted: Wed Dec 19, 2012 7:08 pm
by sky_lark
I haven't thought that far. ;)

Re: Engineer Energy Items

PostPosted: Thu Dec 20, 2012 1:09 pm
by bobdaduck
A while ago I proposed a new engineered item (repairables, doesn't have to be strictly engineer) that increases energy regeneration. I dunno how useful it would be with the energy changes, but It might work better then a pickup item.

Re: Engineer Energy Items

PostPosted: Thu Dec 20, 2012 4:29 pm
by YoshiSmb
and why not to enginer a Energy item station?

the station will automaticaly Regenerate the energy item each 30 or 20 seconds and you can use again. and the station can be destroyed.

what you think?

Re: Engineer Energy Items

PostPosted: Sat Dec 22, 2012 10:10 am
by watusimoto
I think that's the way I'd do it. And you'd have to wait the initial 20 secs to get the first item. But then, I'm kind of a hardass.

Re: Engineer Energy Items

PostPosted: Sun Dec 23, 2012 8:45 am
by Little_Apple
*cough*dispenser*cough*

Re: Engineer Energy Items

PostPosted: Wed Dec 26, 2012 5:03 pm
by YoshiSmb
ok. instead of name The station. let's name Dispenser. So.

You know.

The Dispenser will automaticaly Regenerate the energy item each 30 or 20 seconds and you can use again. and the Dispenser can be destroyed.

Re: Engineer Energy Items

PostPosted: Sun Dec 30, 2012 3:42 pm
by CleverBot
watusimoto wrote:Also, I think there should be a delay between planting the item and when it becomes active, to prevent users from engineering EIs as a way to get a quick energy fillip.

Or, for the same intention, make the Energy Dispenser start from 0 to count to 20 or # and then it spawns its first Energy Item. Basically, the first Energy Item is spawned after # (20?) seconds. Just change the timing of the birth of the initial EI instead of the process of giving birth.

Re: Engineer Energy Items

PostPosted: Thu Feb 07, 2013 9:11 pm
by amgine
sounds good lets code it ^_^.