Mine generators
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Just like astroid generators. Do you think that they would work?
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.
Re: Mine generators
I wouldn't mind a regen timer on mines, similar to the repair item timer.
Re: Mine generators
How about a robot that flies around and lays mines? That's doable with the game as-is!
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.
Regardless of how it's implemented, I like this idea and I think it would add to the excitement of the game.
Re: Mine generators
How would a robot player get in the way?
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
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
Re: Mine generators
That's up to the programmer, of course.
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.
Re: Mine generators
copy the healthspawns sources.
that one only spawns after someone has crossed over it.
that one only spawns after someone has crossed over it.
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.
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!
Re: Mine generators
watusimoto wrote:How would a robot player get in the way?
Above all, I think it'd be easier and better for the level maker if it was built directly into the level editor.
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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"Time is an illusion; lunchtime, dually so."
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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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.
Premier Cloaker
"Time is an illusion; lunchtime, dually so."
"Time is an illusion; lunchtime, dually so."
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.
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.
17 posts
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