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Spawn objects

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furbuggy

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Location: Mesa AZ | Ithaca NY

Post Sat Jul 03, 2010 12:14 am

Spawn objects

Spawn platforms that can be picked up, dropped, carried, and destroyed. I suppose we could add a feature so that no regular spawn points are needed- and that if one team had all of their spawn points destroyed they would auto-lose, but that is not my original intention.

These spawn points might have an adjustable radius where ships can spawn anywhere within the area provided. If a ship is carrying one, he can not carry any flags, but will be likely to have reinforcements aid him, and can drop spawns closer to enemy bases. A ship carrying a spawn point would have some easy to see symbol on their ship- when they drop it, it will be like a mine or spybug-- easy for their team to see, harder for the other team.
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Skybax

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Post Sun Jul 04, 2010 8:08 pm

Re: Spawn objects

I think it could be a very interesting twist, but could also be very not cool if teams were imbalanced. Maybe it could be it's own gametype…?
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bobdaduck

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Post Sun Jul 04, 2010 9:21 pm

Re: Spawn objects

exploitable.
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furbuggy

Posts: 267

Joined: Mon Mar 08, 2010 5:34 pm

Location: Mesa AZ | Ithaca NY

Post Mon Jul 05, 2010 1:01 am

Re: Spawn objects

Remember- they could be destroyed, if you placed them in the enemy base then the enemy could destroy them easily, and it would not be a great advantage-- you'd need to be sneaky about it, and it might lend the map to have places that at this time would seem useless. Thus you could involve more of the map.
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HylianSavior

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Joined: Mon Mar 15, 2010 5:47 pm

Location: MA, USA

Post Tue Jul 06, 2010 11:54 am

Re: Spawn objects

bobdaduck wrote:exploitable.

This.

furbuggy wrote:Remember- they could be destroyed, if you placed them in the enemy base then the enemy could destroy them easily, and it would not be a great advantage-- you'd need to be sneaky about it, and it might lend the map to have places that at this time would seem useless. Thus you could involve more of the map.

Furb does have a good point, and I can see it working, but still, I think it's pretty exploitable. An enemy's spawn point shouldn't be too hard to see, otherwise it would be difficult to find them.

One problem that I can see is that when you spawn, you have no way of knowing whether you will spawn at the dropped spawn object or at the regular spawn point.
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bobdaduck

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Post Tue Jul 06, 2010 2:06 pm

Re: Spawn objects

Yeah. What about a portable teleport destination object?
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Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
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sky_lark

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Post Wed Jul 07, 2010 9:38 pm

Re: Spawn objects

I don't really like it, the level maker placed spawns in certain spots for a reason. Same with the placeable portal.

The main problem with placeable spawns is simple: It encourages suicide. As it is I'm more or less on the side of "for suiciding", as there are several cons to doing it. Nevertheless, I don't want to do it constantly, and I don't think a feature should encourage it - people would be dying more to try and land in the spawn zone if they missed it the first time. Or if a team member radioed out, "help at enemy base" people might stop what they're doing, die, and go to help.

Which is why custom portals seem to fix the problem. Or does it? People would still die, a little less though. Although I suppose it's very similar to the current issue, dying to go somewhere else. With portals, you just don't have to die multiple times to try and get lucky and spawn in the right place.

This brings up a different problem though. When I'm battling an enemy at our base, I like to think we have the advantage. We likely have turrets, laserbeams, and loadouts, plus spawn zones that will bring in support. This is an interesting part of any game - different parts of the level have different advantages to various teams. Portals would essentially kill that. Suddenly, an influx of enemy players would be able to infiltrate that safety spot. What if a both teams had portals at opposite bases? It'd just be a back and forth play, completely abandoning the rest of the map. Sure, sure, somebody can destroy it. But somebody can merely bring it right back.

Think about it this way. Player A brings in a piece of the link and places it at the edge of the enemy base. Player A then radios to the team to use this. It's faster and players don't have to worry about battling outside defenses. This is a problem already - players are now relying on the portals to play the game. And suddenly players boasting full health and energy have access into the enemy's base.

So they begin launching their attacks. Right about now most enemy players are probably scattered across the map and the home team scores a point or two. Once the enemy team is combatting the home team, there's still a problem. Location of the portal.

It's not as easy as you might think (without testing). Because the battle is not at the portal zone, enemy players would have to more or less follow the stream of incoming players, dodge attacks by the home team, and located a small icon. OK, so they finally destroy it. Link over. However, one of the home team players simply goes to another side of the base and places another! Back at square one! By now, the enemy team has probably a link up and running and the game goes on.

I'm sure my description has flaws, but c'mon. Going against the level design and placing physical portals, injecting into once guarded sections of the map... just doesn't seem like a good idea to me.

A couple ideas would be to make a one-way portal or if one portal is destroyed, then both portals are destroyed. But that's just a small improvement.

tl;dr: Custom portals and spawn points would change the gameplay drastically, allowing players to bypass some of the more uncomfortable aspects of the game, and overall creating a more disappointing experience. Phew! Big words!
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furbuggy

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Joined: Mon Mar 08, 2010 5:34 pm

Location: Mesa AZ | Ithaca NY

Post Thu Jul 08, 2010 1:11 am

Re: Spawn objects

@Sky:

I didn't read all of your last post because once you said "encourages suicide" I agreed and stopped thinking it was a good idea.
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