Author Topic: Requesting ideas: "bugs" for Bionic Dues robots.  (Read 7738 times)

Offline Aeson

  • Full Member Mark II
  • ***
  • Posts: 176
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #15 on: September 02, 2013, 09:25:35 pm »
How about an erratic IFF? Every few turns the bot has its friend/foe list randomly altered, with chances for friends to be misidentified as foes and foes to be misidentified as friends?

A variation - a bot whose IFF identification is randomized every now and then, causing its apparent side to change even if its friend/foe list does not. Could cause the bot to show up as a hostile to its friends and a friend to its foes, but it keeps its initial friend/foe settings unless combined with the previous bug.

Edit: Faulty Scanners - the bot has a chance of failing to detect things within its field of view even if its sensors are not impeded by anything.
« Last Edit: September 02, 2013, 09:33:23 pm by Aeson »

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #16 on: September 03, 2013, 04:24:59 am »
Hmm, I think it might be easier to think up more of these once I've had a go at the game itself, but I'll try to think up a few anyway.

Locked Direction:  Every turn that the bot actually moves, it has a chance of getting temporarily "locked" into the direction it is moving;  for the next 5 turns, it keeps moving in that direction no matter what.  Obviously this means them smacking into walls and such.  You could put this one on a bulky sort of enemy, at which point it can also shove other bots out of the way when it locks up like this.  Their speed does not increase during this, they just keep walking on forward.

Ultimate Shield:  This one would be for a bot that is capable of putting up a shield or forcefield around itself & allies, if there is one.  When it goes to use this ability, there would be a chance that instead of a normal shield (which just increases defense or whatever) it instead puts up an "ultimate" shield, which gives a massive defense boost.... but the bot in question can now not fire their weapons back OUT of the shield, essentially locking them out of the fight for a time, though they could still move.

Glitched Nano-Repair:  Some bot normally has the ability to repair/heal teammates for a certain amount, right, well this glitch would occasionally reverse the heal, damaging them for that amount instead.

Rocket Misfire: A bot firing a rocket or whatever could have a chance of the rocket not quite coming entirely out of the gun, thus simply exploding right there, destroying the gun entirely and damaging the bot that was holding it (and others around him).  If the rocket launcher was the only weapon the bot had, it could perhaps then choose to simply try ramming the player's bots, or could just walk around all derpy and confused.

Booster Overload:  Bot that normally has some sort of temporary speed-boosting or "rushing" ability could occaisionally "overcharge" that ability;  causing them to launch forward  twice as fast/far, with a high chance of ending up at a different spot than intended, and if they hit something while doing this, they hit it HARD, doing big damage to themselves and whatever they hit, including the player's bots of course.

Too Tall: A very large (and probably very stupid) bot could be very darn strong, but unable to target things that are beneath a certain size.  If you have large/heavy guys on your team, it'd come straight at them, but otherwise it'd get a bit confused, flailing in random directions if something small is attacking it.

Super Sight:  Bot can see through walls/objects/whatever, perhaps alert other bots to targets behind those walls.  As a trade-off though, the bot forgets the walls are even there.  Hilarity ensues.

Berserker:  This type of bug could apply to a dangerous, high-damage sort of bot.  Initially, it wouldnt do very much, patrolling around looking for targets.  When it sees the player's bots, it rushes forward, entering a berserker rage as it goes.  It never stops fighting after this.  If the player's bots leave the thing's line of sight, it just keeps going bonkers, charging at any valid target and pummelling them until it runs out of things to hit, at which point it would run around the area like a maniac, looking for more bots to clobber, occaisionally punching walls and things for the heck of it.   It could also enter rage mode if another bot inadvertently shoots it or something.

Heavy Metal:  This bot can rip metal plating off of the walls, or pick up pieces of other bots, and attach them to itself, giving it a permanent defense increase.  But it's not very bright and doesnt understand the concept of weight;  each time it does this it's movement speed/ability/whatever drops, until eventually it's so plated that it cannot move or even turn around.
« Last Edit: September 03, 2013, 04:27:22 am by Misery »

Offline nas1m

  • Master Member
  • *****
  • Posts: 1,268
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #17 on: September 03, 2013, 06:09:22 am »
Hmm, I think it might be easier to think up more of these once I've had a go at the game itself...
I feel the same. PAX is gone right? So when's the alpha ;)?

Ultimate Shield:  This one would be for a bot that is capable of putting up a shield or forcefield around itself & allies, if there is one.  When it goes to use this ability, there would be a chance that instead of a normal shield (which just increases defense or whatever) it instead puts up an "ultimate" shield, which gives a massive defense boost.... but the bot in question can now not fire their weapons back OUT of the shield, essentially locking them out of the fight for a time, though they could still move.
How about the bots under the shield not being able to recognize the difference and trying (to shoot) anyway?
Could be fun - especially if AOE weapons are in play :D.
The radius of the shield might even increase by a random amount if turning into an ultimate shield, thus creating the risk for the player's exo to get caught under the shield along with the respective bots. This could turn into !fun!, though...
« Last Edit: September 03, 2013, 06:10:59 am by nas1m »
Craving some more color and variety in your next Bionic run? Grab a boost and a couple of custom floors!

Offline Gudamor

  • Newbie Mark III
  • *
  • Posts: 46
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #18 on: September 03, 2013, 07:02:57 am »
Two Wrongs: Cannot turn right.
Turret Sydrome: Its turret controls are independent of the body and gyro-stabilized, which it tends to forget. Whenever the bot turns its body, the turret remains facing the previous direction until the next time it fires, after which it will remember and reorient it.
Action Movie Gas Tank: Will begin leaking fuel from its fuel tank the first time it takes damage, eventually running out of gas. Incendiary weaponry can light the trail it leaves.
Belief Field: Thinks it is in "stealth mode" until the first time it fires its weapon, so tries to position itself for maximum damage and coordinated assaults with other "stealth mode" bots before attacking. Does not have a "stealth mode." Shooting it convinces the bot that its "stealth generator" failed prematurely (it doesn't have one of those, either).

Offline tigersfan

  • Arcen Games Contractor
  • Arcen Staff
  • Master Member Mark II
  • *****
  • Posts: 1,599
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #19 on: September 03, 2013, 03:39:58 pm »
Hmm, I think it might be easier to think up more of these once I've had a go at the game itself...
I feel the same. PAX is gone right? So when's the alpha ;)?


We're at LEAST a week away, but, probably more like 2 or even 3.

Offline nas1m

  • Master Member
  • *****
  • Posts: 1,268
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #20 on: September 03, 2013, 03:43:44 pm »
Hmm, I think it might be easier to think up more of these once I've had a go at the game itself...
I feel the same. PAX is gone right? So when's the alpha ;)?


We're at LEAST a week away, but, probably more like 2 or even 3.
Oh, that's okay :).
I just watched the ScrewAttack video from PAX.
That scratched my itch enough to wait some more I think ;).
Thinks are looking really cool already!
Craving some more color and variety in your next Bionic run? Grab a boost and a couple of custom floors!

Offline tigersfan

  • Arcen Games Contractor
  • Arcen Staff
  • Master Member Mark II
  • *****
  • Posts: 1,599
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #21 on: September 03, 2013, 03:47:40 pm »
Hmm, I think it might be easier to think up more of these once I've had a go at the game itself...
I feel the same. PAX is gone right? So when's the alpha ;)?


We're at LEAST a week away, but, probably more like 2 or even 3.
Oh, that's okay :).
I just watched the ScrewAttack video from PAX.
That scratched my itch enough to wait some more I think ;).
Thinks are looking really cool already!

I didn't know they had that out yet. Thanks!

Offline KDR_11k

  • Hero Member Mark II
  • *****
  • Posts: 904
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #22 on: September 03, 2013, 04:25:52 pm »
Pinball: When this bot is hit it is flung away and spends all following turns flying around and bouncing off walls and other bots. That doesn't cause any damage but keeps it from deciding where to move.

Envious: If another bot does more damage than this bot it gets angry and attacks that other bot.

Primitive: The bot throws its firearm instead of firing it.

Exposed ammo: When the bot is destroyed its ammo is set off, effectively launching several attacks of the bot's main weapon.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #23 on: September 04, 2013, 08:45:40 am »
I just wanted to say: you guys are amazing!  There are so many ideas here that it's really making my job tons easier, heh.  So far I've selected 9 out of the suggestions, and am still going through them and adding more.  Everyone that I've selected an idea from will get a free copy of the game and get into the alpha as our way of saying thanks. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline relmz32

  • Full Member Mark II
  • ***
  • Posts: 187
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #24 on: September 04, 2013, 09:35:57 am »
Man, I don't visit the forums for a week, and miss all the fun.
Here are a couple that popped into my head when i read the prompt if you guys are still interested:

Too Friendly: Always tries to move towards the nearest robot, whether friend or foe. "I just want to give you a hug."

Oaf: Instead of just missing with a melee attack, has a change to self hit. "The bad news is that it's giant, and unwieldy. This is also the good news."

Easily Frightened: Always skips a turn when a nearby robot dies. "That was too close..."

Drunk: Every other turn, whatever action it takes is random (random direction for movement, random target for shooting.) "I think this guy has had one too many..."

Sleepy: Has a chance to "fall asleep" and take no actions for x turns. "Wake me up when its time to shoot stuff."

Crazy: Every x turns, instead of acting, just yells gibberish, or laughs maniacally.  "The power!!! The absolute power!!"

Jumping machine: When the bot moves, instead of normal movement, it leaps to a random square within x spaces. "Why didn't anyone think to give this pogo-stick an 'off' switch?"

Angry Brawler: When the bot is hit, attacks the nearest target, friend or foe. "RHAAAUGHHHH"
A programmer had a problem. She thought to herself, "I know, I'll solve it with threads!". has Now problems. two she.

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #25 on: September 04, 2013, 09:58:08 am »
How about the bots under the shield not being able to recognize the difference and trying (to shoot) anyway?
Could be fun - especially if AOE weapons are in play :D.

I'd sorta figured that one was a given;  these bots so far dont sound like the brightest group of bulbs out there :D

So far they kinda remind me of the many different robots in Robotron 2084, where they were dumber than a sack of hammers, and a good number of enemies on each level would kill themselves by walking straight into the deadly electrodes.   They were dangerous almost entirely because of their massive numbers.   That and the fact that the people you were trying to save kept essentially walking into chainsaws.

Offline Billick

  • Full Member Mark III
  • ***
  • Posts: 244
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #26 on: September 04, 2013, 04:33:05 pm »
Infinite loop - bot has a random chance each turn to start perpetually moving in a circle, firing randomly

Offline madcow

  • Hero Member Mark III
  • *****
  • Posts: 1,153
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #27 on: September 04, 2013, 08:04:57 pm »
Of course, now we're all curious which nine were picked!

Another bot-type: Juggernaut - will run at you in a direct path. Walls mean nothing to it, and it will just break down any walls in the way (inspiration entirely lifted from the extremely fun mole in Monaco)

Offline mrhanman

  • Hero Member Mark II
  • *****
  • Posts: 764
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #28 on: September 05, 2013, 01:25:43 am »
Thief - If it hits you, it causes ammo loss.  Bug could give you ammo.

Vampire - A hit drains your health and adds it to its own.  Bug could work in reverse.

Offline Gudamor

  • Newbie Mark III
  • *
  • Posts: 46
Re: Requesting ideas: "bugs" for Bionic Dues robots.
« Reply #29 on: September 05, 2013, 11:05:49 pm »
F=ma - This bot's ultra-lightweight chassis gives it superior maneuverability and speed, but collisions and explosions knock it back further than most.

Follower - Repeats the nearest bots previous action.

Cannibal - Can repair itself using the scrap of a destroyed bot nearby, but gains that bot's bug. Limited to a total of 3 bugs (including Cannibal), with the 3rd repair replacing Cannibal.

RAID - Bots with RAID seek out other destroyed RAID bots, returning them to functionality. However, each resurrection introduces errors in the form of a random bug (additive).

Wurm - Bot's AOE weapon inflicts a random, temporary Bug on those it hits.

Backdoor - The tail end of this robot was designed with an override port. If the player stands directly behind it, the bot will fight for the player.

 

SMF spam blocked by CleanTalk