FAQ  •  Register  •  Login

Team shooting their own Turret and forcefield?

Forum rules
Post confirmed bugs and approved feature requests here. Unapproved feature requests will be deleted.

Please limit posts to One Feature per Thread unless features are closely related.

Turrets and Forcefields

Teams can't damage their own forcefield and turrets, and can't destroy any of their own engineered items.
2
14%
Teams can't damage their own forcefield and turrets, but can destroy any engineered items.
7
50%
Teams can damage any of their own forcefield and turrets.
5
36%
 
Total votes : 14
<<

sam686

User avatar

Posts: 468

Joined: Fri Oct 15, 2010 8:53 pm

Location: United States, South Dakota

Post Sat Sep 15, 2012 2:05 pm

Team shooting their own Turret and forcefield?

This vote can help decide on the next version of Bitfighter, on how most players want.
Last edited by sam686 on Sun Sep 16, 2012 2:46 pm, edited 1 time in total.
Reason: Changed "Kill" to "Damage"
<<

raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Sat Sep 15, 2012 2:48 pm

Re: Team shooting their own Turret and forcefield?

Ahh yes...

The illusion of democracy when we're going to do what we want anyways. Works great to placate the masses! :twisted:
<<

BlackBird

User avatar

Posts: 404

Joined: Wed Jun 15, 2011 7:25 pm

Location: Maryland USA

Post Sun Sep 16, 2012 6:34 am

Re: Team shooting their own Turret and forcefield?

I voted for the topmost option, reason being that sometimes a particular team will have "the team jerk" or noob who does nothing but destroys anything they can. If that jerk/noob is going to be destroying anything, it might as well benifit the team, not hinder it.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
<<

watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Sun Sep 16, 2012 10:49 am

Re: Team shooting their own Turret and forcefield?

I voted for the first option because it's always been that way, and that's the way I like it!
<<

FoOtloOse

User avatar

Posts: 75

Joined: Wed May 11, 2011 5:53 pm

Location: P. Sherman 42 Wallaby Way, Sydney

Post Sun Sep 16, 2012 2:06 pm

Re: Team shooting their own Turret and forcefield?

Teams CAN kill their own turrets and forcefields?
At least now they can and engineered items.
pengu? pengu!
<<

sam686

User avatar

Posts: 468

Joined: Fri Oct 15, 2010 8:53 pm

Location: United States, South Dakota

Post Sun Sep 16, 2012 2:43 pm

Re: Team shooting their own Turret and forcefield?

watusimoto wrote:I voted for the first option because it's always been that way
You meant the third option?

FoOtloOse wrote:Teams CAN kill their own turrets and forcefields?
Killing is not getting rid of it, it is making it dead, as in no longer alive anymore. Destroying is getting rid of it, often leaving just a part like a resource item.

Maybe I should of called it "Damage" instead of "kill".
<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Sun Sep 16, 2012 8:58 pm

Re: Team shooting their own Turret and forcefield?

It's hard to decide, because some maps are designed so that you have to destroy your own Forcefields to let stuff through. Also, you can block stuff with engineered turrets and it would be a pain to call in an enemy to break it for you xD

On the other hand, you have annoying jerks who betray their own team, as well as random friendly fire.

It's hard to decide.
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?!?
<<

sam686

User avatar

Posts: 468

Joined: Fri Oct 15, 2010 8:53 pm

Location: United States, South Dakota

Post Sun Sep 16, 2012 10:57 pm

Re: Team shooting their own Turret and forcefield?

Skybax wrote:It's hard to decide, because some maps are designed so that you have to destroy your own Forcefields to let stuff through.
Which maps? I don't know any of a good level maps out of hundreds I have that requires shooting your own non-engineered turret and forcefields. Might as will sit on your forcefield to let objects through your forcefield.
<<

bobdaduck

User avatar

Global Moderator

Posts: 790

Joined: Thu Mar 11, 2010 1:39 pm

Location: Utah

Post Sun Sep 16, 2012 10:59 pm

Re: Team shooting their own Turret and forcefield?

He's thinking dungeons.

I'm thinking competitive play.

Friendly fire is stupid, for competitive play.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
<<

watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Tue Sep 18, 2012 10:23 am

Re: Team shooting their own Turret and forcefield?

You meant the third option?


Yes, indeed.
<<

Fordcars

User avatar

Posts: 1016

Joined: Fri Apr 20, 2012 3:51 pm

Location: Some city, somewhere

Post Tue Sep 18, 2012 8:39 pm

Re: Team shooting their own Turret and forcefield?

Don't do the first vote!! If you engineer a turret or force field at the wrong spot it could bloc passages!
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
<<

BlackBird

User avatar

Posts: 404

Joined: Wed Jun 15, 2011 7:25 pm

Location: Maryland USA

Post Tue Sep 18, 2012 8:43 pm

Re: Team shooting their own Turret and forcefield?

Fordcars wrote:Don't do the first vote!! If you engineer a turret or force field at the wrong spot it could bloc passages!

Well isn't that the whole idea behind Engineerable force fields? And if you end up blocking a passage with turrets, that would probably the fault of the map maker.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
<<

Fordcars

User avatar

Posts: 1016

Joined: Fri Apr 20, 2012 3:51 pm

Location: Some city, somewhere

Post Tue Sep 18, 2012 9:10 pm

Re: Team shooting their own Turret and forcefield?

Well if there is a thin passage way and you put a force field in it, you won't be able to go through the passage (even if it's off) because of the small triangle making the force feild.
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
<<

Fordcars

User avatar

Posts: 1016

Joined: Fri Apr 20, 2012 3:51 pm

Location: Some city, somewhere

Post Tue Sep 18, 2012 9:12 pm

Re: Team shooting their own Turret and forcefield?

And if you engineer a turret or force feild at the wrong place, how do you remove it?
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
<<

bobdaduck

User avatar

Global Moderator

Posts: 790

Joined: Thu Mar 11, 2010 1:39 pm

Location: Utah

Post Tue Sep 18, 2012 11:05 pm

Re: Team shooting their own Turret and forcefield?

Be more careful with engineer. If we forgive all mistakes there's no pressure to get better.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Wed Sep 19, 2012 8:26 am

Re: Team shooting their own Turret and forcefield?

It's not forgiven, they have to destroy their own stuff usually and it wastes energy. But to have pretty much the entire game ruined by putting turrets blocking the passage to your flag would be retarded.
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?!?
<<

bobdaduck

User avatar

Global Moderator

Posts: 790

Joined: Thu Mar 11, 2010 1:39 pm

Location: Utah

Post Wed Sep 19, 2012 4:39 pm

Re: Team shooting their own Turret and forcefield?

That ruins your own game, not the enemy. The enemy can just shoot them down.

So, if you can't shoot down your own stupidly engineered turrets and that blocks your team from offense, is that actually worse than teamates running around and shooting down your turrets on their own?
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
<<

Little_Apple

User avatar

Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Wed Sep 19, 2012 9:32 pm

Re: Team shooting their own Turret and forcefield?

I think engineer needs to be dramatically altered if not removed entirely. To me it seems that it doesn't fit the extremely fast paced style of gameplay that bitfighter has mainly because it takes so much energy to engineer an object with very little to no reward.
Hee-ho!
<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Wed Sep 19, 2012 9:35 pm

Re: Team shooting their own Turret and forcefield?

bobdaduck wrote:So, if you can't shoot down your own stupidly engineered turrets and that blocks your team from offense, is that actually worse than teamates running around and shooting down your turrets on their own?

Yes.

Because someone could easily join my team while theirs is ahead, engineer loads of stuff blocking my flag, and then sit and watch me be unable to do anything.

I voted for #2
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?!?
<<

sam686

User avatar

Posts: 468

Joined: Fri Oct 15, 2010 8:53 pm

Location: United States, South Dakota

Post Thu Sep 20, 2012 4:49 pm

Re: Team shooting their own Turret and forcefield?

Fordcars wrote:If you engineer a turret or force field at the wrong spot it could bloc passages!
If both teams block their own paths using engineer turrets, they need to be shot down, or else the game play can no longer progress when both team cannot destroy their own engineer to get to enemy's engineered stuff.

But, only a few levels have this problem, one level I know that could run into problem is "BoxFort".

Return to Bitfighter Features

Who is online

Users browsing this forum: No registered users and 5 guests