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Motherships in Bitfighter!
Posted:
Wed Sep 02, 2015 5:48 pm
by FairNSquare
Here's a Bitfighter idea that i'd like to throw out there,
Bitfighter Motherships!
You could act as a turret on another's ship.
To get on a player as a turret you do /attach to <player's name>, and this will send a message to the player being asked to accept the attachment or not from this player with the choices being /yes or /no. Once attached, you can shoot and aim your weapons as a turret on top of the player's ship, but you have no control over the ship. Also, you can only attach to your teammates.
The maximum people attached to one ship is 2. More than that would be too insane.
You also have 25% of your energy while attached to a Mothership. (To prevent spamming of high damage weapons) When you detach from the Mothership using /detach, your energy will multiply by 4 to bring you back to your normal 100% of energy.
When you detach from a host, your ship will be placed at the same exact position of the host you detach from.
Also, to successfully attach to a ship, you must have full health and energy, to make sure someone is not in combat and trying to teleport away from battle.
In rabbit, if you are attached to someone who manages to grab the carrot (switch of team), you will still stay attached. Also, If an administrator changes the team of a host, the people attached will immediately be detached.
If a player kills a mothership with one player attached, it would count as a double kill. With two players attached, triple kill.
So now you might be thinking that is too overpowered for getting easy kills.
Here's my idea for counter-attacking that.
Mothership with 1 person attached, 125% health
Mothership with 2 people attached, 150% health
This is perfect because the Mothership can give superior firepower, but that doesn't mean a good-skilled player or two can take it down.
Also, if someone on the turret is using a weapon that can damage yourself, the Mothership would be no exception to that.
The host of the Mothership can use it's modules and weapons like normal, but armor is not allowed for hosts, honestly that would be way too op with the firepower it has. So you cannot say /attach to <player's name> to a player with armor module on. If the host changes his/her loadout to have armor, you will immediately be detached from the Mothership.
Benefits:
For newbies on your team who seem to be giving the enemy team too many points in bm, you can ask them to attach to you as a pro, and in short words, problem solved.
You can move tanks (armor+repair) easily to places with a fast host ship.
New strategy involved using if you should use Motherships in different tactical situations.
I got this idea from a very similar game to Bitfighter called 'Continuum'. Pretty cool game if you ask me.
I really want to see this in Bitfighter because I think it's pretty cool in my opinion, but I want to hear what you guys think about this being added to the game and how to balance it with the game's factors.
Re: Motherships in Bitfighter!
Posted:
Wed Sep 02, 2015 6:31 pm
by Fordcars
Oooo interesting I wonder what other people have to say. I am imagining the mothership as around the size of 2 normal ships?
Re: Motherships in Bitfighter!
Posted:
Wed Sep 02, 2015 6:36 pm
by raptor
thread created a mothership-like level with a crazy levelgen once:
viewtopic.php?f=46&t=1968
Re: Motherships in Bitfighter!
Posted:
Thu Sep 03, 2015 9:09 am
by amgine
Im not sure I feel Its just to far out and strange from normal bitfighter gameplay to fit in well im not sure if it could work or not.....
Re: Motherships in Bitfighter!
Posted:
Thu Sep 03, 2015 12:12 pm
by Skybax
I like how you thought of things for every situation. I think it's a cool idea.
I also like what Ford said about the mothership being bigger than normal ships. If it actually increased the ship in size that would be cool cause then the mothership couldn't get through certain areas of the map. This would enable mapmakers to make certain "single ship only" zones where motherships couldn't go through without detaching.
Re: Motherships in Bitfighter!
Posted:
Thu Sep 03, 2015 5:41 pm
by FairNSquare
I wasn't thinking about an increase in size for Motherships, but if there was:
Mothership with 1 person attached: 125% size, 150% health
Mothership with 2 people attached: 150% size, 200% health
I changed the health from 125% and 150% to 150% and 200% because if you had a bigger size, you would be an easier target to hit, so that needs to be balanced with more health.
Re: Motherships in Bitfighter!
Posted:
Fri Sep 04, 2015 12:22 am
by amgine
Honestly im against if for no particular reason other then it just doesn't fit in and would break standard gameplay maps UNLESS it was its own game mode...and it would require a insane amount of coding....
Re: Motherships in Bitfighter!
Posted:
Fri Sep 04, 2015 11:57 am
by Skybax
amgine wrote:it just doesn't fit in and would break standard gameplay
I don't see how it would break any current maps any more than Seekers broke maps. It's a new gameplay idea that would add more to the game.
Re: Motherships in Bitfighter!
Posted:
Mon Sep 07, 2015 9:49 am
by amgine
It would break game play due to the face you individual play would be removed everyone would just be stack on motherships and single PVP would be abandoned levels would have to be intentionally desinged so they would have to block motherships which would make level design more irritating.
Also It would not work well in several of the game modes like rabbit and soccer.....
Re: Motherships in Bitfighter!
Posted:
Mon Sep 07, 2015 11:48 am
by Skybax
Changing gameplay does not equal breaking gameplay.
Single PvP wouldn't be abandoned. A 1v1 would still be a 1v1. And I'm sure there would be plenty of players who think they would be better off on their own (since they can control where they fly and what modules they have)
The entire point of the idea is to help new players (who suck) feel like they're useful by putting them on someone who knows what they're doing.
It would also help them learn how to play since they'd get firsthand experience on gameplay mechanics.
And it would literally work in every gamemode..
Re: Motherships in Bitfighter!
Posted:
Mon Sep 07, 2015 12:06 pm
by amgine
It would be abandoned due to the fact it would be stronger then standard 1 vs 1 so even pros would use it together to gain a advantage then a 10 v 10 would become a 4 vs 4 ( 2 mother ships on both sides and 1 player....)
And besides the best way to learn is a game by experience not by having other players play for you.
Re: Motherships in Bitfighter!
Posted:
Mon Sep 07, 2015 12:44 pm
by Skybax
Shield is stronger than repair and yet I can still kill you with it. Just because one thing is stronger doesn't mean it's what everyone is going to use. Players are not uniformed.
And that's not the best way to learn if you're playing again three people who've played since Zap! and you don't even know what the gamemode is.
"I just started and I don't like reading instructions what the hell is Nexus!? Oh now that I've attached to someone who actually knows what they're doing I understand it now"
Re: Motherships in Bitfighter!
Posted:
Tue Sep 08, 2015 3:56 pm
by amgine
Not really there would be poeple who would do nothing but attach to other ships and since mother ships have a avatage over a single ship thats all people would use.
Re: Motherships in Bitfighter!
Posted:
Tue Sep 08, 2015 11:46 pm
by Skybax
No amgine. Just because a mother ship would have an advantage doesn't mean everyone would use it.
I certainly wouldn't attach to anyone, so your logic is flawed right there.
Re: Motherships in Bitfighter!
Posted:
Wed Sep 09, 2015 12:04 am
by amgine
Im sorry but that is absolutely not true people automatically take the path with the most advantage so everyone even pros would be using the motherships....
still there is the levelgen for it....
Re: Motherships in Bitfighter!
Posted:
Wed Sep 09, 2015 11:01 am
by Skybax
It absolutely is true. Because it's not always the most advantageous. And even if it was, there are plenty of 'rebels' who like to do things their own way. It wouldn't be the only thing used. Trust me. I've been here a lot longer than you and evidently I pay more attention than you do.
Re: Motherships in Bitfighter!
Posted:
Wed Sep 09, 2015 12:15 pm
by amgine
Trust me I have been around the block and seen and played many weapons as soon as something is Overpowered or gives a unfair advantage people start using it happens almost every-time a great example of this is P2W games as soon as a free game becomes P2W it becomes broken and unfair and often dies from the Non Buyers leaving due to alawys losing to Buyers.
Re: Motherships in Bitfighter!
Posted:
Wed Sep 09, 2015 3:30 pm
by Skybax
Except this isn't a P2W game so that analogy doesn't apply here.
Re: Motherships in Bitfighter!
Posted:
Wed Sep 09, 2015 3:32 pm
by amgine
ITs basically the same thing combine to gain a unfair advantage of a single player.....
Its jsut to far out from bitfighters core game play....
Re: Motherships in Bitfighter!
Posted:
Thu Sep 10, 2015 1:47 pm
by watusimoto
Just to hijack this idea in another direction, what if there were a module that would add a robotic turret to your ship, that would manage its own energy and auto fire at enemies?
The original idea sounds interesting, but would be a lot of work.
Re: Motherships in Bitfighter!
Posted:
Thu Sep 10, 2015 9:24 pm
by Skybax
I really like that idea, Wat. That would be a super cool module.
I can see it being a little bit overpowered though, since it would basically make you have twice the firepower at almost no cost. It would have to be nerfed somehow to make it a viable module.
Maybe have it be a "big" module that takes up both module spots?
Maybe it eats into your own energy pool so instead of giving you twice the firepower it simply lets you fire twice as fast?
Also, would the robotic turret have robotic super aiming like other bots have? Or would it's aiming be based on the speed of your ship? That would be cool if it's aiming skills tanked dramatically when you were flying at high speeds.
This kind of module would open up for all kinds of future possibilities!
Re: Motherships in Bitfighter!
Posted:
Fri Sep 11, 2015 10:28 am
by watusimoto
You could probably balance it by giving it a slow fire rate, limited energy, weak projectiles, having it weaken the main ship somehow (bullets only do 80% damage), or other mechanism.
It would be interesting to set the accuracy based on your speed; giving you an incentive to stay put while fighting, which would be a big disadvantage.
I would probably start off with making it work like regular turrets in terms of leading the target and having "perfect" aim.
Re: Motherships in Bitfighter!
Posted:
Fri Sep 11, 2015 3:44 pm
by FairNSquare
Cool Idea Watusimoto!
I do understand that doing this huge idea would take a ton of time, but it's just an idea that I would like to see someday in Bitfighter to improve the game in many aspects. To have a robot-turret as a module is very cool in my opinion and would add new strategy to the game, which is always great. It would also be easy to put in the game to top it all off!
Re: Motherships in Bitfighter!
Posted:
Mon Sep 14, 2015 10:31 am
by amgine
I see no problem with a "turret" module perhaps make it so it does no damage but instead it drains a enemys energy gauge.
Would it be its own class are be added to a existing one ?
Re: Motherships in Bitfighter!
Posted:
Mon Sep 14, 2015 1:06 pm
by Skybax
amgine wrote:Would it be its own class are be added to a existing one ?
I don't know what you mean by "class"
Re: Motherships in Bitfighter!
Posted:
Tue Sep 15, 2015 12:20 pm
by amgine
Sorry let me rephrase
1. Would it be its own ship class type like cloak and armor?
2. If not which class would it be added to as a extra model.
Hopefully that clears things up.
Re: Motherships in Bitfighter!
Posted:
Tue Sep 15, 2015 1:02 pm
by Skybax
Bitfighter doesn't have classes. How you choose to use the modules is up to you.
It being a new module wouldn't add or change any "classes" because there are no "classes" to begin with.
Re: Motherships in Bitfighter!
Posted:
Wed Sep 16, 2015 8:31 pm
by amgine
Yes but there are "module groups" (All around one idea and that defines a "class) and what im trying to say is would it go in a new one or would it be added to an existing one?
Actually I assume a turret would be a "weapon" module but I could be wrong here.
Continuing my idea a think a "energy zapping" turret would be good...
Re: Motherships in Bitfighter!
Posted:
Wed Sep 16, 2015 9:44 pm
by Skybax
What you're saying still doesn't make any sense because there are no classes or groups or anything. So it couldn't be applied to an existing thing because there are no existing things.
Re: Motherships in Bitfighter!
Posted:
Thu Sep 17, 2015 9:21 am
by amgine
Im not going to argue over this lets stay on topic. There some possibility's here
1. Ship turrets do no damage but drain energy.
2. Ship turrets do damage but a very small amount.
3. Ship turrets do no damage but add a slow effect to a user.
On a second note what it if was a module itself it made the weapon you are currently holding (Instead of one weapon.) auto target but at the cost of maybe 10% of your energy or such?