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tazinator

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Post Tue Apr 22, 2014 9:22 pm

three modules

would really like to be able to do three modules at once.
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watusimoto

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Post Wed Apr 23, 2014 1:52 am

Re: three modules

Perhaps you could control the third module with a foot pedal!
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watusimoto

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Post Wed Apr 23, 2014 1:52 am

Re: three modules

That said, perhaps there could be a third slot for passive-only modules like armor.
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Quartz

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Post Wed Apr 23, 2014 9:21 am

Re: three modules

watusimoto wrote:That said, perhaps there could be a third slot for passive-only modules like armor.

Interesting concept.

I think it might over-complicate this more or less "simple arcade-style" game but I still like it.
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Skybax

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Post Wed Apr 23, 2014 9:38 am

Re: three modules

I think if we were to add a third slot for passive modules, we'd need more passive modules. Like ones that make your shots do more damage, made your ship fly a little faster, or something like that. We only have two passive modules right now.
Last edited by Skybax on Wed Apr 23, 2014 11:01 am, edited 1 time in total.
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kaen

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Post Wed Apr 23, 2014 9:50 am

Re: three modules

Skybax wrote:I think if we were to add a third slot for passive modules, we'd need more passive modules. Like ones that make your shots do more damage, made you ship fly a little faster, or something like that. We only have two passive modules right now.


I was totally against this idea until I read your post. I think it would be awesome to have a set of passive buffs to choose from.

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Quartz

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Post Wed Apr 23, 2014 11:47 am

Re: three modules

kaen wrote:
Skybax wrote:I think if we were to add a third slot for passive modules, we'd need more passive modules. Like ones that make your shots do more damage, made you ship fly a little faster, or something like that. We only have two passive modules right now.


I was totally against this idea until I read your post. I think it would be awesome to have a set of passive buffs to choose from.

:zapdance:
Yeah, like ... Stopping Power, Sit Rep Pro...

jk. sort of.

Anyway I think most people, particularly newbies, would like it. Adding another layer of customizability is a plus in most peoples' books ... makes things more personal and the like.

I will say that with Passive modules, it should probably be something you can set every match. From the Options screen or some other such thing, not with every loadout zone contact. That would get very obnoxious for other players, and again, further complicating things in the middle of the match could prove tedious.
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Fordcars

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Post Wed Apr 23, 2014 7:14 pm

Re: three modules

I disagreed at first, but now I agree































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watusimoto

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Post Thu Apr 24, 2014 2:09 am

Re: three modules

I will say that with Passive modules, it should probably be something you can set every match. From the Options screen or some other such thing, not with every loadout zone contact. That would get very obnoxious for other players, and again, further complicating things in the middle of the match could prove tedious.

I'm not sure I agree -- setting things on a match-by-match basis would be a completely new mechanic; adding a third tier to the ship config menu seems much less obtrusive; just one extra button/key to press.

Obvious candidates for such a module would be: More firepower (offense), Armor (with no penalty, defense), More energy (batteries), More health (duplicate of armor?), ???.
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YoshiSmb

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Post Thu Apr 24, 2014 5:34 am

Re: three modules

I'm against the idea :| , we should keep the gameplay very close to ZAP!.
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watusimoto

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Post Thu Apr 24, 2014 6:07 am

Re: three modules

I am more interested in improving the game than I am in keeping the Zap fires burning, so for me, this is not a compelling argument.

Feel free to oppose the idea, but please use arguments like "would make the game more complex than it needs to be, thus confusing new players" or something.

:-)
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YoshiSmb

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Post Thu Apr 24, 2014 6:18 am

Re: three modules

We must keep the game as simlpe like now, a 3rd module slot will only make the game more comlpex for new players.

Small changes even can change a giant game.

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sky_lark

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Post Thu Apr 24, 2014 6:56 am

Re: three modules

Yeah, but you potentially make the game more exciting for new players, leading them to stick with Bitfighter. Risk vs reward.

A passive module sounds cool. It sounds more like a "class" to me than a "passive module," and I'd argue it should be branded as such for ease. The proposals for ideas are really cool!
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YoshiSmb

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Post Thu Apr 24, 2014 6:58 am

Re: three modules

Ok, I agree with the idea.

[edit: Oh well, i changed my mind about this now, so a 3rd module won't be a problem.]
Last edited by YoshiSmb on Thu May 22, 2014 8:03 am, edited 1 time in total.
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Quartz

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Post Fri Apr 25, 2014 11:55 am

Re: three modules

watusimoto wrote:
I will say that with Passive modules, it should probably be something you can set every match. From the Options screen or some other such thing, not with every loadout zone contact. That would get very obnoxious for other players, and again, further complicating things in the middle of the match could prove tedious.

I'm not sure I agree -- setting things on a match-by-match basis would be a completely new mechanic; adding a third tier to the ship config menu seems much less obtrusive; just one extra button/key to press.

Obvious candidates for such a module would be: More firepower (offense), Armor (with no penalty, defense), More energy (batteries), More health (duplicate of armor?), ???.
Totally fair point.

In which case I think there's no winning; no way to do it without further complicating things.

But as sky_lark said, it would probably make the game more exciting for new players. People love to customize things, it makes them experiment and it makes them feel more unique.

TBH, if we were to do the whole "class" rather than "passive module" (which is potentially more honest) ... ship shapes based on class. Sorry I had to. I do think it's a good idea, but honestly, one step at a time. We're gonna keep talking about passive modules.

How about a Passive ability that makes me immune to Asteroids? :lol: Fuck Asteroids.
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sky_lark

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Post Fri Apr 25, 2014 12:06 pm

Re: three modules

"Passive module" just sounds like such a complicated way of calling what most people will likely refer to it as - a class. If your ship moves slightly faster or has more shield or whatever, and that happens all the time without direct interaction, it's going to be considered a class. Like a scout or droid or something.
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Skybax

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Post Fri Apr 25, 2014 12:14 pm

Re: three modules

I call it a passive effect... maybe I'm just too technical...
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Fordcars

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Post Fri Apr 25, 2014 7:20 pm

Re: three modules

Quartz wrote:ship shapes
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watusimoto

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Post Sun Apr 27, 2014 1:37 pm

Re: three modules

Yes, a passive module slot would be functionally equivalent to a ship class.

A few years ago, I proposed adding ship classes, and was... soundly thumped. It was a different crowd then; it's interesting to see how things change.
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Fordcars

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Post Sun Apr 27, 2014 2:44 pm

Re: three modules

skybax: Why is this health pack following me?
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Skybax

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Post Sun Apr 27, 2014 3:10 pm

Re: three modules

People seemed to like Qui's idea lol
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watusimoto

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Post Mon Apr 28, 2014 12:55 am

Re: three modules

That was, I think, the second time I proposed it. The first was when we were still using the unofficial Zap forums to discuss Bitfighter.
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Skybax

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Post Mon Apr 28, 2014 2:22 am

Re: three modules

For what it's worth, I was never against classes OR ship shapes. I was just unavailable for comment when they were discussed lol
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sky_lark

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Post Tue Apr 29, 2014 1:18 pm

Re: three modules

I was never one for ship classes until armor came along and now the idea of something similar in a series of ship classes actually sounds pretty cool.
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Nothing_Much

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Post Sun May 18, 2014 2:35 pm

Re: three modules

I'm a little skeptical, but instead of modules, how about making it simpler by selecting a ship for someone to use? Basically you can easily select which type of ship you'd like to use, you'd still have all of the abilities/weapons, but make the ships a bit more.. uh.. noticeable. Making the Armored ship more "rounder" and instead of it being "armor" make it "stronger against attacks, but slippery and hard to accelerate".

A small, but fast, vulnerable ship, looking a bit more similar to the ship in Asteroids, but with a Bitfighter look to it.

And the standard "all around" ship.

There can be more, but all I have are the "basic 3" (Fast, but vulnerable; All around; Strong but slippery)
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Quartz

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Post Sun May 18, 2014 8:52 pm

Re: three modules

Nothing_Much wrote:I'm a little skeptical, but instead of modules, how about making it simpler by selecting a ship for someone to use? Basically you can easily select which type of ship you'd like to use, you'd still have all of the abilities/weapons, but make the ships a bit more.. uh.. noticeable. Making the Armored ship more "rounder" and instead of it being "armor" make it "stronger against attacks, but slippery and hard to accelerate".

A small, but fast, vulnerable ship, looking a bit more similar to the ship in Asteroids, but with a Bitfighter look to it.

And the standard "all around" ship.

There can be more, but all I have are the "basic 3" (Fast, but vulnerable; All around; Strong but slippery)

this
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sky_lark

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Post Mon May 19, 2014 6:25 pm

Re: three modules

Nothing_Much wrote:I'm a little skeptical, but instead of modules, how about making it simpler by selecting a ship for someone to use? Basically you can easily select which type of ship you'd like to use, you'd still have all of the abilities/weapons, but make the ships a bit more.. uh.. noticeable. Making the Armored ship more "rounder" and instead of it being "armor" make it "stronger against attacks, but slippery and hard to accelerate".

A small, but fast, vulnerable ship, looking a bit more similar to the ship in Asteroids, but with a Bitfighter look to it.

And the standard "all around" ship.

There can be more, but all I have are the "basic 3" (Fast, but vulnerable; All around; Strong but slippery)

So it sounds like ship classes with a visible distinction for each class. I'm still no fan of ship shapes, but the slight changes you've suggested don't seem so bad.
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YoshiSmb

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Post Thu May 22, 2014 8:47 am

Re: three modules

Nothing_Much wrote:I'm a little skeptical, but instead of modules, how about making it simpler by selecting a ship for someone to use? Basically you can easily select which type of ship you'd like to use, you'd still have all of the abilities/weapons, but make the ships a bit more.. uh.. noticeable. Making the Armored ship more "rounder" and instead of it being "armor" make it "stronger against attacks, but slippery and hard to accelerate".

A small, but fast, vulnerable ship, looking a bit more similar to the ship in Asteroids, but with a Bitfighter look to it.

And the standard "all around" ship.

There can be more, but all I have are the "basic 3" (Fast, but vulnerable; All around; Strong but slippery)


TFC style?

Runner: Weak, but really fast!
Weapons: Phaser
Modules: Turbo, Sensor
Stats: Health 75% - Speed: 160%

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Rocketship: Strong, yet graceful.
Weapons: Seeker, Triple
Modules: Shield
Stats: Health 160% - Speed: 80%

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Firebug: HOT! TOO HOT!
Weapons: Flametrower (implement?), Triple
Modules: Shield
Stats: Health 120% - Speed: 120%

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Overloaded: Slow, but deadly!
Weapons: Bouncer, Phaser, Triple
Modules: Armor
Stats: Health 200% - Speed: 60%

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Healer: Pretty self explanatory...
Weapons: Triple
Modules: Repair (CANNOT REPAIR TURRETS, TELEPORTERS OR FORCEFIELDS! ONLY TEAMMATES!), Shield
Stats: Health 120% - Speed 120%

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Detonator: Master of explosions!
Weapons: Triple, Burst, Mine (Remote and granade mode!) (Modes can be switched with RMB) (Max mines: 10)
Modules: Shield, Mine Remote
Stats: Health 140% - Speed 110%

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Cloaker: Sneaking, Sneaking, Sneaking...
Weapons: Triple
Modules: Shield, Cloak
Stats: Health 100% - Speed 105%

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Railgunner: BOOM! SHIP SHOT!
Weapons: Railgun (implement?) (can be zoomed using RMB) (can be charged to deal more damage, Up to 90%), Triple
Modules: Shield
Stats: Health 120% - Speed: 100%

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Builder: Can build everything!
Weapons: Triple
Modules: Shield, Enginner (can repair nearby sentrys, forcefields or teleporters holding the RMB, he doesn't need a resource item, but he need Energy to build something)
Stats: Health 140% - Speed 95%

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Quote: The secret class!
Weapons: Sword (implement?) (Deals 20% of damage, he will shot a sword foward, this sword have a knockback, it's is affected by the player's current speed), Polar Star (Deals 40% of damage, Laser like weapons that can be shoted really fast (you must tab LMB to shot that fast!) but you can only shot a max of 2 bullets on-screen, (the last one must disappear so you can shot again!)), Bubbler (Yep, very cheap yet very effective, the player create very weak bubbles around him, they do 5% of damage, but there's a twist! the bubbles can block shots! BUT can not block the next shots: Railgun, Seeker, Mine (Granade Mode) (this will be reflected returning back to the sender), Sword & flametrower, after getting hit by a shot, they will POP, the player can only have a max of 32 bubbles, one must POP for the player begin to shot more, the bubbles can only last 5 seconds before POPing (this can be hilarius if one player is ZAPPED by the bubbler, because this weapons deal very low damage, but it's funny)(bubbles doesn't not pop on friendly fire (the owner of the server can turn this on or off to make bubbles pop on friendly fire))
Modules: Shield
Stats: Health 140% - Speed: 120%

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Note: The secret class cannot be selected on the character selection, you must use "Q" to use him!
Bubbles will POP on contact with a weapon or Player (but doesn't not pop against a granade), bubbles doesn't not pop if a teammate shot it (but the owner can turn "Bubbles pop on friendly fire: on" to allow it, or leave it off)

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levelgen, or add-on for BF. (Maybe trough a option on the Server Settings)

:zapdance: :zapdance: :zapdance:
Last edited by YoshiSmb on Fri May 23, 2014 8:26 am, edited 1 time in total.
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sky_lark

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Post Thu May 22, 2014 9:49 pm

Re: three modules

Some of those sound pretty cool. Personally I'm not a fan of restricting weapon and module selection that much. I think players should be free to choose weapons and modules as they'd like for full customization. I'd expect players to still customize their ships in line with the classes they choose (ie. boost and shield for a runner-esque class), but it's nice to have the choice.
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watusimoto

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Post Mon May 26, 2014 8:54 am

Re: three modules

I hadn't thought about combining different hull abilities with a limited selection of modules and/or weapons. That adds some interesting variables to play with.

I'm not necessarily endorsing the idea, but I do appreciate the widened horizons.
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amgine

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Post Fri Nov 21, 2014 10:11 am

Re: three modules

Maybe have Ship types Be on a tab (Use 1 to cycle these) Weapons be on on a tab (Use 2 to cycle these.) and, Modules on one (Use 3 to cycle these.) and The key to use shoot and modules would be the same.

Benifits for this.

1.This will remove the need for loadout zones (Changes would be immediate.)

2. Remove the large bulky menu.

3. Alow People to cycle Settings faster then the old menu system.

4.More friendly to new users.
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