phuzybuny Posted January 19, 2011 Report Posted January 19, 2011 (edited) Just wanted to start a thread for some base features that might be interesting to see in flag games. For example, some of my ideas are: 1) NO-SHOOT ZONESSimilar to how when you go into a safe and you try to use a bomb or gun and your ship simply stops right on the spot as opposed to actually firing a weapon. No-shoot zones would be small patches of the base where ships will not be able to fire guns, bomb, or lay mines. The only way to proceed past these areas are to proceed without shooting. IF people do attempt to shoot, they are forced to stop moving. 2) PATH SWITCHESHave multiple corridors that are controlled by 'switches' (could be a safe or certain area a ship must be in to activate) that alternate 'doors' at the entrance and exit of these corridors. This can help change flag game momentum by trapping a large number of enemy ships for either team. Switches can also be random. 3) NO-BOUNCE WALLSJust a simple no-bullet tile lining along certain walls or sections of the base that reduce the effectiveness of bullets, bursts, and shrapnel. Bounce bullets, bursts, and bounce shrapnel rely heavily on their bounce ability to flood corridors and small areas of bases to maximize effectiveness. By including such no bounce zones, player skill is tested as they can no longer blindly shoot at an angle towards nearby walls for a maximized killing effect. Please suggest more and provide input into feasability, practicality, and actual desires for such features. Edited January 19, 2011 by phuzybuny Quote
Samapico Posted January 19, 2011 Report Posted January 19, 2011 1) Only possible with an actual safe zone... or you can have weapon-eating tiles like some places in center have, but bouncy stuff stay in there. An alternative would be using a 'No weapons' region. The players would still see their weapons fire normally, but others wouldn't see them. It would be really confusing and frustrating. 2) This adds an issue with door-warping. You could let the doors close on you to warp outside. This could be abused to escape with flags, for example. 3) Could work... but would have to be in an area where the corridor is larger, cause you lose a lot of space with 1 tile width on each side. Quote
PlayWolf Posted January 19, 2011 Report Posted January 19, 2011 heh, good thinking, possibilities of all that can make a flag game strange... hmmm Is there way to make a warp act like the fork, and being the switch to the halls? Quote
Corey Posted January 19, 2011 Report Posted January 19, 2011 I think you guys will be quite pleased with the new feature in the new base tomorrow Quote
Cheese Posted January 20, 2011 Report Posted January 20, 2011 corey tried #1 and #3 before already, and i hated them Quote
phuzybuny Posted January 20, 2011 Author Report Posted January 20, 2011 Seems like idea #2 is the best so far but only if the warp exploit can be avoided. Something along Wolfie's suggestion sounds like a good way to circumvent that issue. A warp that can be user switched or randomized would result in a similar effect to having the doors that open for certain paths in a forked path. Quote
Cheese Posted January 20, 2011 Report Posted January 20, 2011 (edited) anything that can block your path will also have a warp exploitno exceptions also a warper will require new code to be written, and that part of hs staff is on a permanent vacation, meaning it will never happen . Edited January 20, 2011 by Cheese Quote
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