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Shadow Bug

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Lamp

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Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Thu Feb 14, 2013 11:24 pm

Shadow Bug

This is the opposite of a SpyBug. Anything in it's range cannot be seen on the commander's map including walls, lines, etc. (unless you're in it)

If you put a SpyBug in it's range, the SpyBug will overlap it and allow you to see everything. Think of the ShadowBug the opposite of a lamp. Instead it casts darkness around it. A SpyBug is like a lamp. It lights up the area.
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Lamp

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Post Fri Feb 15, 2013 10:09 pm

Re: Shadow Bug

Y IZ RATING GOING DOWN??1? :o NOONE LIEK TEH IDEA?!?!? :( :x :o :cry:
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sky_lark

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Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Fri Feb 15, 2013 10:48 pm

Re: Shadow Bug

This could have potential, but to clarify would the shadowbug dampen your team's commander maps or the enemy team's commander maps? It seems kind of pointless to place a shadow bug that impairs your team's view, so I assume these would only knock out imagery for the enemy team.

One thing I would request is that the shadowbug not knock out predefined game features -- walls, lines, etc. It's one thing to tactically confuse your enemies, it's another to effectively cheat by misleading them. The best example I can think of is if a newbie joins the game who has never played a particular map and looks at their commander view with the expectation that what they're seeing is legit.

Dynamic things like asteroids and ships that are affected by spy bugs I think should be affected by shadow bugs. I think it would be cool if we could use shadow bugs in conjunction with cloak as a way of stealthily moving to an enemy base.
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Lamp

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Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Fri Feb 15, 2013 11:31 pm

Re: Shadow Bug

A blue Shadow Bug would allow only you to see the area on the commanders map, but you'll only see it like you would usually see it. Other teams won't be able to see anything it.


At least it should hide items, forcefields, turrets, etc. But I think it should hide everything in it.
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sky_lark

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Post Sat Feb 16, 2013 2:00 pm

Re: Shadow Bug

Lamp wrote:A blue Shadow Bug would allow only you to see the area on the commanders map, but you'll only see it like you would usually see it. Other teams won't be able to see anything it.


At least it should hide items, forcefields, turrets, etc. But I think it should hide everything in it.

Again... to clarify, your entire team would be able to see what you see inside of the shadowbug? It's not just you specifically.

I guess hiding forcefields and turrets and the like wouldn't be a problem. I'm not sure what value that would be except on engineer maps where hiding a turret/laserbeam could surprise enemy players. With preset turrets/laserbeams, a quick run-through of the map and players will know the objects exist, so hiding them on the commander's map isn't very helpful.

I stand firm on hiding walls. I do not think walls should be hidden.
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Lamp

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Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Sat Feb 16, 2013 3:34 pm

Re: Shadow Bug

I wanted a shadowbug to hide a secret part of the map that you're not support to see.

I know! How bout have an option to hide walls or not?
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Little_Apple

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Location: Zanzibar Land

Post Sat Feb 16, 2013 3:38 pm

Re: Shadow Bug

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Last edited by Little_Apple on Sat Feb 16, 2013 11:26 pm, edited 1 time in total.
Hee-ho!
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Lamp

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Post Sat Feb 16, 2013 11:14 pm

Re: Shadow Bug

Your Picture wrote:?
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sky_lark

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Joined: Wed Mar 10, 2010 6:00 pm

Post Mon Feb 18, 2013 10:07 am

Re: Shadow Bug

Lamp wrote:I wanted a shadowbug to hide a secret part of the map that you're not support to see.

I know! How bout have an option to hide walls or not?

Oh, I think I get it, you're more interested in the level design aspect of placing a shadowbug that hides a level's feature in the commander's map right from the get-go.

I was under the impression you were more interested in having these behave like traditional spybugs, where they could be placed by anyone at any time with the proper module layout and weren't likely to be placed ahead of time by the level editor.

If the former, then perhaps it should be implemented differently. I could see this being great for dungeons. I'd even support the masking of walls suggestion if limited exclusively to dungeon maps. But the key is that players should not be able to wield these on their own.

If the latter, then I still hold firm against hiding walls. Besides being a nuance to new players, I think it's kind of silly. Think about it -- the average player is not really going to be interested in masking walls on enemy commander maps. A level editor would surely be interested as they are trying to mold how the map is played. But I think the average player would be far more interested in hiding their ship movements than taking a half-hearted stab at simply confusing the enemies.
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amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Fri Feb 22, 2013 10:19 pm

Re: Shadow Bug

the darkness ugs i say yes to.

hiding walls no cause i tried it by editing the ini file and making the walls and there outlines black and it makes it to hard......
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