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Mine generators

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firefrost

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Post Fri Oct 01, 2010 6:38 pm

Mine generators

Just like astroid generators. Do you think that they would work?
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ZoombeR

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Joined: Fri Jun 04, 2010 11:56 pm

Post Fri Oct 01, 2010 7:17 pm

Re: Mine generators

maybe, but they would have to be only able to spawn if the previous mine is not there. if two mines are in the same spot, they will blow up regardless if someone runs over them or not.
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karamazovapy

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Post Fri Oct 01, 2010 8:24 pm

Re: Mine generators

I wouldn't mind a regen timer on mines, similar to the repair item timer.
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watusimoto

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Post Sat Oct 02, 2010 10:16 am

Re: Mine generators

How about a robot that flies around and lays mines? That's doable with the game as-is!
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sky_lark

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Post Sat Oct 02, 2010 12:11 pm

Re: Mine generators

I don't know, wouldn't that get in the way of the game? What about a mine spawn area - basically your idea, mines would pop up at random locations in the selected area, but there wouldn't be a robot.

Regardless of how it's implemented, I like this idea and I think it would add to the excitement of the game.
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watusimoto

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Post Sat Oct 02, 2010 9:24 pm

Re: Mine generators

How would a robot player get in the way?
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ZoombeR

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Post Sat Oct 02, 2010 10:02 pm

Re: Mine generators

the 5 w's of course

who or what will the robot target
when will the robot place the mine
where will the robot place the mine
why how does it know when to place it
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watusimoto

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Post Sun Oct 03, 2010 12:43 am

Re: Mine generators

That's up to the programmer, of course.
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watusimoto

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Post Sun Oct 03, 2010 1:10 am

Re: Mine generators

Another way this might be handled is to keep a levelGen script running and let it decide when and where to deploy additional items. This is how I want to fix the asteroid spawns, and there's no reason why it couldn't spawn other things as well.
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ZoombeR

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Post Sun Oct 03, 2010 8:44 am

Re: Mine generators

copy the healthspawns sources.
that one only spawns after someone has crossed over it.
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karamazovapy

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Joined: Tue Feb 23, 2010 7:52 pm

Post Sun Oct 03, 2010 12:43 pm

Re: Mine generators

ZoombeR wrote:copy the healthspawns sources.
that one only spawns after someone has crossed over it.

And, importantly, that you can set how long it takes for a new one to spawn!

It's way more efficient than a mine laying robot, and I'm much more likely to just want a mine to spawn periodically on the flags, health packs, teleporters, or bottlenecks...little insidious stuff like that, not crazy random happenstance.
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ZoombeR

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Post Sun Oct 03, 2010 4:57 pm

Re: Mine generators

karamazovapy wrote:
ZoombeR wrote:copy the healthspawns sources.
that one only spawns after someone has crossed over it.

And, importantly, that you can set how long it takes for a new one to spawn!

It's way more efficient than a mine laying robot, and I'm much more likely to just want a mine to spawn periodically on the flags, health packs, teleporters, or bottlenecks...little insidious stuff like that, not crazy random happenstance.

exactly!
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sky_lark

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Post Mon Oct 04, 2010 10:34 pm

Re: Mine generators

watusimoto wrote:How would a robot player get in the way?
Well, it depends on the level I guess. Flying around on a compact Bitmatch could get annoying. Besides, a robot can only go so fast. I might want mines to spawn on x every y seconds.

Above all, I think it'd be easier and better for the level maker if it was built directly into the level editor.
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Whittling While

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Post Fri Oct 08, 2010 7:15 am

Re: Mine generators

I'm not big on the idea. It'll just be another annoying regenerating addition similar to the auto-repair turrets and forcefields. It'll be really neat and cool at first, and with it in place it add s a whole new layer of strategy! But when it all boils down it's just another element that'll be under-used, or over-used. My guess is the later.
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Skybax

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Post Fri Oct 08, 2010 2:01 pm

Re: Mine generators

Everything can be over used. What's the point of even discussing new things if you just say that? That's a given! You have to ignore what stupid people will do with it and think of the positive applications of what intelligent people will do with it.
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Whittling While

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Post Fri Oct 08, 2010 3:28 pm

Re: Mine generators

My point still stands. With regenerating mines it would make the game a HELL of annoyance. This game is fast in its combat, and when fighting someone else, you don't have time to think "Hey, I shouldn't go that way because there's a mine regen there." especially when you're running away with the flag with low health, with 3/4 of the other team chasing after you.
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karamazovapy

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Post Fri Oct 08, 2010 3:51 pm

Re: Mine generators

Asteroid spawns have the exact same dangers, only moreso since they can appear before the first asteroid has even been destroyed AND roam the map AND one hit kill. Even with all that, I still think they can be (and have been) used really effectively.

A level filled with plain old non-regenerating turrets suffers from the same problem of abuse and unplayability. Some people still make crazy turret levels, but most people outgrow their crazy experimental stage at some point.

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