FAQ  •  Register  •  Login

Team modules

<<

watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Mon Jun 25, 2012 7:05 am

Team modules

This is just an idea I've been kicking around for a few days -- it's probably completely unworkable, but I think it is interesting nonetheless.

What if we could have Team Modules; i.e. modules associated with a team rather than an individual player? Two examples I can think of would be some sort of advanced information sharing or increased visibility of objects on the cmdrs map for all players on a team, and some sort of advanced energy pooling, allowing all players on a team to share energy. Basically they are a power that helps a team as a whole.

Not sure how Team Modules would be selected or enabled, but maybe you have some ideas.
<<

BlackBird

User avatar

Posts: 404

Joined: Wed Jun 15, 2011 7:25 pm

Location: Maryland USA

Post Mon Jun 25, 2012 10:26 am

Re: Team modules

Team voting.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
<<

raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Mon Jun 25, 2012 10:54 am

Re: Team modules

@BlackBird

Please describe your idea(s) as though I've never heard of them before.. :D
<<

CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Mon Jun 25, 2012 2:38 pm

Re: Team modules

BlackBird wrote:Team voting.

I vote for dictatorship. For each team there is a team leader that can be randomly selected and s/he has the power to choose the team modules. The admin of the server can also choose the team leaders, instead. Man, isn't having power delicious?
As for the actual team modules, just make them up. There will be something OP about them no matter what... ;)
List: Health regen boost, energy regen boost, damage boost, speed boost, defense boost, visual sight increase, (map)radar increase, core hp boost, sabotages(damage done) on enemy turrets and enemy cores before the game starts, and increase in bots for team.

The speed+shield module combination is still OP, so I'm not sure why making team modules would necessarily make a positive impact.
<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Mon Jun 25, 2012 5:49 pm

Re: Team modules

I can still beat the speed+shield combination with a cloak+repair combination. It's only OP if people don't know how to react to it. Everything is OP if you use it on a noob :D
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
<<

Little_Apple

User avatar

Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Mon Jun 25, 2012 6:25 pm

Re: Team modules

even diapers?
Hee-ho!
<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Mon Jun 25, 2012 7:01 pm

Re: Team modules

Yes. Even diapers.

This being said, I like the Dictator idea. Reminds me of Detectives on TTT.
I do think, though, that certain modules should be designed to counter others, so it's not just a module fest. It would keep the Team Captains on their toes.

I also think that Team Modules should be able to be turned on/off in the map editor. I get the feeling that they would alter the gameplay significantly enough that some people would get angry over all servers and maps suddenly having Team Modules.

My two cents.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
<<

CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Mon Jun 25, 2012 9:50 pm

Re: Team modules

Skybax wrote:I also think that Team Modules should be able to be turned on/off in the map editor. I get the feeling that they would alter the gameplay significantly enough that some people would get angry over all servers and maps suddenly having Team Modules.

That would be an issue if it couldn't be turned off. Also, team modes in 1vs1 or 2vs2 seems kinda unnecessary.
<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Mon Jun 25, 2012 9:57 pm

Re: Team modules

Probably make a minimum of 3 people on a team before a Captain is chosen.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
<<

Santiago ZAP

User avatar

Posts: 317

Joined: Sat May 14, 2011 8:05 am

Post Tue Jun 26, 2012 1:27 pm

Re: Team modules

I aggree with this
:zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance:
<<

Little_Apple

User avatar

Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Tue Jun 26, 2012 2:08 pm

Re: Team modules

the team captain needs to have this.
Image
Hee-ho!
<<

sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Wed Jun 27, 2012 9:52 pm

Re: Team modules

I like both ideas from wat and cleverbot. I am against disabling team modules per levels, however. Could someone present a case where a team module might have an adverse effect to what the level editor was intending, when an individual module would not?

[The latter because there are various scenarios where an individual module might be used to undermine a level editor's intentions, such as using cloak to escape a bunch of turrets. My point is that there will inevitably be situations where team modules could screw up a level, but the same might go for individual modules.]
Follow Bitfighter! FacebookTwitterDiscord
<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Wed Jun 27, 2012 10:20 pm

Re: Team modules

I was going more for, it might break currently made levels, not that it would make it harder to design new ones.
Someone might already have accounted for "what if someone uses cloak" and made more turrets or something.
But if one of the team modules is "gives more energy" then their level becomes broken again.
For the sake of preserving the dynamics of already made levels, Team Modules should be an option, not a requirement.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
<<

CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Thu Jun 28, 2012 10:35 am

Re: Team modules

Mainly because team modules is a new feature and we won't fully know how it will influence the game. It's kinda like beta testing, comparing default maps with team modes and without team modes.
<<

sam686

User avatar

Posts: 468

Joined: Fri Oct 15, 2010 8:53 pm

Location: United States, South Dakota

Post Fri Jun 29, 2012 5:46 pm

Re: Team modules

Problem with having all ship in a same team having same modules, what if they disagree on which modules to use? Team vote takes lots of time slowing down changing loadout.

Problem with team sharing energy, 5 vs 1, all 5 on one team sharing energy will run out of energy much quicker then the other team with one ship, especially when using shield and mines.
<<

CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Sat Jun 30, 2012 1:28 pm

Re: Team modules

Yeah, why do we need team modules? I don't see this concept in most games, except some strategy games.
P.S. Deja vu, it's hard to execute change when most people don't want change.
<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Mon Jul 02, 2012 12:15 am

Re: Team modules

sam686 wrote:Problem with having all ship in a same team having same modules, what if they disagree on which modules to use? Team vote takes lots of time slowing down changing loadout.

I don't have an answer to your second point, but I do have an answer to this one.
There wouldn't be a team vote. Whoever gets picked as the Team Captain gets to choose the Team Modules. His word is final.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
<<

BlackBird

User avatar

Posts: 404

Joined: Wed Jun 15, 2011 7:25 pm

Location: Maryland USA

Post Mon Jul 02, 2012 4:31 am

Re: Team modules

Skybax wrote:
sam686 wrote:Problem with having all ship in a same team having same modules, what if they disagree on which modules to use? Team vote takes lots of time slowing down changing loadout.

I don't have an answer to your second point, but I do have an answer to this one.
There wouldn't be a team vote. Whoever gets picked as the Team Captain gets to choose the Team Modules. His word is final.

Works for me.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Mon Jul 02, 2012 9:55 am

Re: Team modules

Now I have an answer for the second one.
I don't think the Team Modules were ever meant to have a "Team Energy"
They seemed more to be passive buffs (like Armor) than energy draining things (like shield).
Passive buffs include:
20% more energy
20% more health
20% more speed
20% faster firing rate
20% faster heal
20% less energy usage when engineering
ect.
The percentages don't have to be 20% but it seemed like a good start.
You could also have timed modules. Meaning, it affected everyone for a certain amount of time and then ran out.
These could include:
Team cloak - makes everyone invisible for 10 seconds
Team armor - makes everyone harder to kill for 10 seconds
ect.
You get my drift :D
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
<<

CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Mon Jul 02, 2012 12:53 pm

Re: Team modules

I just didn't felt like declaring the irrelevant issues and I agree with Skybax.

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 2 guests

cron