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Team modules
Posted:
Mon Jun 25, 2012 7:05 am
by watusimoto
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.
Re: Team modules
Posted:
Mon Jun 25, 2012 10:26 am
by BlackBird
Team voting.
Re: Team modules
Posted:
Mon Jun 25, 2012 10:54 am
by raptor
@BlackBird
Please describe your idea(s) as though I've never heard of them before..
Re: Team modules
Posted:
Mon Jun 25, 2012 2:38 pm
by CleverBot
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.
Re: Team modules
Posted:
Mon Jun 25, 2012 5:49 pm
by Skybax
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
Re: Team modules
Posted:
Mon Jun 25, 2012 6:25 pm
by Little_Apple
even diapers?
Re: Team modules
Posted:
Mon Jun 25, 2012 7:01 pm
by Skybax
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.
Re: Team modules
Posted:
Mon Jun 25, 2012 9:50 pm
by CleverBot
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.
Re: Team modules
Posted:
Mon Jun 25, 2012 9:57 pm
by Skybax
Probably make a minimum of 3 people on a team before a Captain is chosen.
Re: Team modules
Posted:
Tue Jun 26, 2012 1:27 pm
by Santiago ZAP
I aggree with this
Re: Team modules
Posted:
Tue Jun 26, 2012 2:08 pm
by Little_Apple
the team captain needs to have this.
Re: Team modules
Posted:
Wed Jun 27, 2012 9:52 pm
by sky_lark
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.]
Re: Team modules
Posted:
Wed Jun 27, 2012 10:20 pm
by Skybax
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.
Re: Team modules
Posted:
Thu Jun 28, 2012 10:35 am
by CleverBot
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.
Re: Team modules
Posted:
Fri Jun 29, 2012 5:46 pm
by sam686
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.
Re: Team modules
Posted:
Sat Jun 30, 2012 1:28 pm
by CleverBot
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.
Re: Team modules
Posted:
Mon Jul 02, 2012 12:15 am
by Skybax
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.
Re: Team modules
Posted:
Mon Jul 02, 2012 4:31 am
by BlackBird
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.
Re: Team modules
Posted:
Mon Jul 02, 2012 9:55 am
by Skybax
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
Re: Team modules
Posted:
Mon Jul 02, 2012 12:53 pm
by CleverBot
I just didn't felt like declaring the irrelevant issues and I agree with Skybax.