New idea
You pick them up by running into them, but when you die, you leave the crown behind for someone else to pick up. So it's kind of a rotating extra power that might (or might not) be worth fighting over.
What do you think of this idea?
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation
Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
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?!?
Qui wrote:I like it. I might stick with simple buffs like more speed or hp, though.
bobdaduck wrote:Though I still think making loadout zones enhance energy regen is a good idea and needs to be given a chance.
karamazovapy wrote:bobdaduck wrote:Though I still think making loadout zones enhance energy regen is a good idea and needs to be given a chance.
I'm okay with this.
Though I still think making loadout zones enhance energy regen is a good idea and needs to be given a chance.
ZoombeR wrote:will this be a problem when one team holds the crown in their base the whole time, and takes it out just to cap it.
watusimoto wrote:@sky_lark -- it's exactly what I was thinking. If having a crown let you score 2 pts for capturing the flag rather than 1, it would be a very valuable asset for your team to have. Yet you'd still need to be focused on scoring in order to enjoy the benefit.
raptor wrote:Strength - double damage
Defense - take half damage
Speed - twice as fast
raptor wrote:Time to date myself. This is just like the idea of 'relics' in the first person shooter Unreal Tournament. If I recall there were 6 that you could add to any game to help boost the players abilities:
Strength - double damage
Defense - take half damage
Speed - twice as fast
Regeneration - heal 10 health every few seconds
Redemption - teleport safely nearby when health hits 0 instead of dying
Vengeance - kill everyone nearby upon death
Just thought I'd add concrete examples of other implementations of this idea.
raptor wrote:Strength - double damage
Defense - take half damage
Speed - twice as fast
Regeneration - heal 10 health every few seconds
Redemption - teleport safely nearby when health hits 0 instead of dying
Vengeance - kill everyone nearby upon death
sam686 wrote:Phaser Shield - Shields only phaserraptor wrote:Strength - double damage
Defense - take half damage
Speed - twice as fast
Regeneration - heal 10 health every few seconds
Redemption - teleport safely nearby when health hits 0 instead of dying
Vengeance - kill everyone nearby upon death
Flag Magnet (Nexus mode only) - all flags attracts to you
Life force vampire - gain same amount of health you took away from enemy.
Blast shield - shields from burst and mines.
(excerpt etceteras)
ZoombeR wrote:First of all, ground rules according to the K.I.S.S./Zap! lawbook: simple.
ZoombeR wrote:Remembering that one kind of powerup only defends from turrets while another defends from asteroids can be quite confusing, having to remember so much.
sam686 wrote:Bitfighter is not Zap. Bitfighter don't need to follow Zap rules. Where do you see Zap Lawbook? If what you want is simple, then don't add this new idea?ZoombeR wrote:First of all, ground rules according to the K.I.S.S./Zap! lawbook: simple.Asteroid shield is simple, can't get hit from asteroids. Turret shield is simple, can't get hit from turrets. How can that be confusing? There is no need to remember everything.ZoombeR wrote:Remembering that one kind of powerup only defends from turrets while another defends from asteroids can be quite confusing, having to remember so much.
Less then half of the list might go into Bitfighter, depending how easy it is to program. Maybe if you tell us which one you like, it might be added in Bitfighter.
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?!?
Auto aim - it will aim for you
Super energy recover - recovers ship's energy twice as fast
Heat seeking fire - your bullets change direction to hit directly to enemy
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?!?
karamazovapy wrote:If the game gets boring or frustrating or seems simplistic, it's because the levels aren't good enough to promote good gameplay.
karamazovapy wrote:Think about the maps you've played recently - or better yet - hop on a server and scroll through a dozen. Would these new items make any of those maps better?
sam686 wrote:Less then half of the list might go into Bitfighter, depending how easy it is to program. Maybe if you tell us which one you like, it might be added in Bitfighter.
karamazovapy wrote:I still think the secondary objective is a mistake. Apparently it's already difficult for some new players to figure out the primary objective for each gametype with all the variations we have, and it's even more difficult for them to achieve those objectives.
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 wrote:karamazovapy wrote:If the game gets boring or frustrating or seems simplistic, it's because the levels aren't good enough to promote good gameplay.
Some players may think the game gets frustrating, only because of losing, and for new players, not knowing how to do something. Some players may think the game get boring, when there is no players in any server. This "boring or frustrating" problem can happen in any levels.
ZoombeR wrote:but have you ever thought the reason they cant control the ship is because of the map?
ZoombeR wrote:if theres nobody on, we don't even join the server, that doesn't mean we feel bored, we dont even go on.
sky_lark wrote:2. The gate leads into a hallway with a generator. Eliminate any enemy turrets in the hallway, then shut down the generator.
sam686 wrote:Most problems is not about levels.
Skybax wrote:Funny how reading your post made me think of Team Fortress 2 and then you started talking about it. I was like "Whoa that post just read my miiiind!"
sam686 wrote:Players can't control the ship while lagging badly. Most problems is not about levels.ZoombeR wrote:but have you ever thought the reason they cant control the ship is because of the map?
sam686 wrote:Would that generator turn off all turrets and all forcefields?
sky_lark wrote:sam686 wrote:Would that generator turn off all turrets and all forcefields?
That's one possibility, the idea I had was that the enemy plans were somehow impossible to gain access to without shutting off the generator.
sky_lark wrote:To be clear, the generator idea was just an example.
But yeah, that's a good idea, in fact a generator might be an interesting addition outside of a multi-step game mode. It would be a great secondary objective -- no direct effect on the score but still worth defending.
watusimoto wrote:So how about this for an idea? We have these things (for the moment I'm calling the "crowns", but don't let the terminology get in the way) that you find around a level, that give you extra powers, such as more energy, faster firing, etc.
ChompyRandom wrote:watusimoto wrote:So how about this for an idea? We have these things (for the moment I'm calling the "crowns", but don't let the terminology get in the way) that you find around a level, that give you extra powers, such as more energy, faster firing, etc.
Did you got that from platform racing 2?
ChompyRandom wrote:watusimoto wrote:So how about this for an idea? We have these things (for the moment I'm calling the "crowns", but don't let the terminology get in the way) that you find around a level, that give you extra powers, such as more energy, faster firing, etc.
Did you got that from platform racing 2?
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