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Zapstreaks/Lifestreaks

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Lone Wolf

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Post Fri Nov 18, 2011 10:03 am

Zapstreaks/Lifestreaks

Ok so its like this:

5 ZAP Streak/1:30 alive without dying streak= 2x energy for 30 secs.

10 ZAP Streak/3:00 alive without dying streak= 2 loadouts without loadout zone

15 ZAP Streak/5:30 alive without dying streak= "Death Lazer" (Has a huge laser fire, but you cannot move and it lasts about 5 seconds, but vaporizes all ships, mines, forcefields, turrets and Spy Bugs it touches.

And you can activate these whenever.

Just a thought. What do you think?
if you're reading this, i'm sorry for how cringe my old posts are. i rarely play BF anymore, but if you ever want to find me, you can catch me on steam, or on discord @ muddy#7969
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karamazovapy

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Joined: Tue Feb 23, 2010 7:52 pm

Post Fri Nov 18, 2011 1:58 pm

Re: Zapstreaks/Lifestreaks

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BlackBird

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Post Fri Nov 18, 2011 2:28 pm

Re: Zapstreaks/Lifestreaks

'nuff said.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Fri Nov 18, 2011 7:09 pm

Re: Zapstreaks/Lifestreaks

love it.
whatever it is, just the idea.
I find myself alive alot. i want a bonus.
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Skybax

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Post Fri Nov 18, 2011 9:51 pm

Re: Zapstreaks/Lifestreaks

How will this work in regards to idle or afk players?
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?!?
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ZoombeR

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Joined: Fri Jun 04, 2010 11:56 pm

Post Fri Nov 18, 2011 11:34 pm

Re: Zapstreaks/Lifestreaks

Skybax wrote:How will this work in regards to idle or afk players?


What's the advantage of a power up if you aren't around to use it?
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karamazovapy

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Joined: Tue Feb 23, 2010 7:52 pm

Post Sat Nov 19, 2011 8:43 am

Re: Zapstreaks/Lifestreaks

The issue I added to the google code list came up because the implementation of
"ChumpChange killed Playa, Playa, Playa, Playa, Playa"
looked pretty bad in context. They wanted to revert to the current single-name system, but I thought it would still be neat to recognize bad assery. But you might need a quick update before I explain anymore.

The current team selection system rates players in a way that may not reflect ability very well. As a trial, we're going to start using Kill/Death ratio (without suicides) as the new team sorting metric. Getting one of the new kill achievements will (hypothetically, since it hasn't been coded), add a tiny boost to your K/D ratio and increase your ranking. As another option to consider, I suggested including performance-based bonuses that pay you back for being awesome. I believe I suggested automatically having your health restored for a lesser accomplishment, having your energy burn 25% slower for a bigger one (until you're killed), or something like having one particular module have a lower energy cost than usual (until you're killed) for a special case accomplishment.

I think the accomplishment titles are good, and even the K/D boost. Doing something useful or impressive is an indicator of skill and should make you more favorable for team selection. I'm not sure whether the additional boons or buffs or whatever you want to call them are a good idea. If we go that route though, I'm not sure we should choose benefits that directly impact other players, like stronger or faster weapons. Even an energy increase is a little sketchy, unless you're just talking about a single restoration or general regeneration time. At most, we should test with things that will have a small impact on gameplay and see how often accomplishments come up in the first place.
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BlackBird

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Post Sat Nov 19, 2011 9:07 am

Re: Zapstreaks/Lifestreaks

You expect me to read all of that?
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Sat Nov 19, 2011 2:31 pm

Re: Zapstreaks/Lifestreaks

No.
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Skybax

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Post Sat Nov 19, 2011 8:14 pm

Re: Zapstreaks/Lifestreaks

ZoombeR wrote:
Skybax wrote:How will this work in regards to idle or afk players?


What's the advantage of a power up if you aren't around to use it?

I'm not talking about afk or idle players getting speed boosts, I'm talking about people killing afk or idle players to rack up kills without dying to get speed boosts.
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?!?
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Sat Nov 19, 2011 8:25 pm

Re: Zapstreaks/Lifestreaks

I believe there is some form of push-button-to-respawn in the works. Possibly only for idle players. Not clear on the details.
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Sun Nov 20, 2011 12:54 am

Re: Zapstreaks/Lifestreaks

karamazovapy wrote:No.


I read the whole thing. I can't agree more. Nor, is there probably anything else I can add, but I just want to express my gratitude for the idea.
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sam686

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Post Sun Nov 20, 2011 1:34 pm

Re: Zapstreaks/Lifestreaks

I kind of not like this idea that affects game play. Problem, it makes strong players get stronger, and weak players get weaker. Strong players could run away from other strong players and go after weak players for easy kill streak. Weak players includes players that are new to Bitfighter.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Sun Nov 20, 2011 2:00 pm

Re: Zapstreaks/Lifestreaks

sam686 wrote:I kind of not like this idea that affects game play. Problem, it makes strong players get stronger, and weak players get weaker. Strong players could run away from other strong players and go after weak players for easy kill streak. Weak players includes players that are new to Bitfighter.

Any buffs would dissipate as soon as you were killed, so they'd only be as useful as you made them.

Whether the achievement boons happen or not, I think the special text descriptions are fun, and I think they should impact your future team sorting.
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bobdaduck

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Post Sun Nov 20, 2011 4:55 pm

Re: Zapstreaks/Lifestreaks

What if we just had a visual effect for such bonuses, and not anything that affects gameplay?

Yes it should affect matchmaking.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

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

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Tue Nov 22, 2011 5:41 pm

Re: Zapstreaks/Lifestreaks

bobdaduck wrote:What if we just had a visual effect for such bonuses, and not anything that affects gameplay?


explain...seems kind of pointless, but maybe i'm wrong, unless you mean visual effects others can see. that might be kind of cool
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watusimoto

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Post Wed Nov 23, 2011 5:51 pm

Re: Zapstreaks/Lifestreaks

I think his idea was to provide some recognition without affecting game play.
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Unknown

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Post Sun Dec 04, 2011 7:48 pm

Re: Zapstreaks/Lifestreaks

No affecting gameplay. That makes the game unbalanced, because those who are doing good get even more powerful.
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Sun Dec 04, 2011 11:57 pm

Re: Zapstreaks/Lifestreaks

So, something the others can see, like a crown on their ship or something, as an example?
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Little_Apple

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Post Mon Dec 05, 2011 6:07 am

Re: Zapstreaks/Lifestreaks

How about a colorful orb orbiting the player's ship?
Hee-ho!
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Lone Wolf

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Post Wed Dec 14, 2011 6:44 pm

Re: Zapstreaks/Lifestreaks

Or a nyan tail?
if you're reading this, i'm sorry for how cringe my old posts are. i rarely play BF anymore, but if you ever want to find me, you can catch me on steam, or on discord @ muddy#7969

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