However I do think that turret fire and mines should continue to damage everyone.
Turrets not only because it definitely adds to the "fast and frenetic" gameplay that Bitfighter is known for, but I'm pretty sure there are some maps designed with testItems and resourceItems close to turrets for the exact reason.
I'm confused, what does this have to do with friendly fire toward players? I'm all for keeping turrets attracted to test items and resource items, but I don't see how this relates to damaging players.
Additionally, my counter to the "this feature would break some maps" argument is usually that lots of updates break a few maps and if the update is good for the long-term health of the game, then that should be the priority, as maps can usually be adjusted. In this case, I don't even know of any maps outside of maybe dungeons where friendly fire from your own turrets is a desired objective. Heck, I don't even know any dungeons that would want this... why not just use an enemy or hostile turret?
And mines because it's a heckin explosive device. And it's easily seen by friendlies.
I can understand mine FF being more of a contentious debate than turret FF. But like, bursts are basically
projectile grenades and they don't impact teammates. There's already a good amount of suspension of disbelief for various aspects of the game... just take whatever reason we make up for why bursts don't damage teammates and apply it for mines.
I have a few reasons to oppose friendly fire on mines. Griefing is not one of them. I agree there are far more impactful ways to grief besides mines, and there are also ways to easily combat mine griefing as well. My simple reason is that in all the weapons in Bitfighter, none of them deal damage to teammates... except for mines. Aligning mines with the rest of the weapons in regard to friendly fire damage seems logical to me. And I think logical is great for more enjoyable gameplay and accessibility to new users.
But if you want more than just what's logical: Well, it's honestly pretty cumbersome to play with mines. Teammates going in and out of a base are constantly blowing them up, and they're volatile enough to trigger nearby mines just by exploding nearby or a teammate being knocked into one. They're also easily countered with a couple of bursts. I get that some of those features are probably intentional, to ensure they aren't too powerful, but my point is that there's no need to also throw
teammate damage into the equation. It's too much.
It's not just accidental collisions either. Check out 1:52 of
this video. As soon as I saw that team mine I knew I was screwed. Low enough health that I would die if I contacted it, low enough energy that I couldn't use shield to protect myself from it, and close enough proximity that if I shot it when coming around the corner I would be impacted by the effects of the blast. Of course, I died before reaching it so in this case it was moot, but I remember thinking at the time, it feels really awkward that I had to proactively think about how I was going to bypass something that by all accounts was a
team asset. Now, maybe this was a rare case, but I think we've all had moments where we've been screwed by an otherwise well-placed team mine because we didn't have the energy to shield through it or time to shoot it accurately from a safe distance. To me, that feels broken.