Bughunter Feature Requests
From SomefinkWiki
litrgettaelt
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Things people have mentioned that they'd like to see in Bughunter. Naturally, Bughunter is already perfect and only complete tools would want to change it but, assuming some change naturally occurs as a result of radiation or the power cosmic, these are the changes we'd accept.
This is not a Bug List nor is it a To Do List
Contents |
Items
Anything that can be picked up
Weapons
- Crew-served weapons that can be unjammed, reloaded, and fired by separate individuals.
- M-203s or other over under weapons with a grenade launcher.
Armor
Ammo
- Solid slugs for the shotguns (Bug slugs?)
Miscellaneous
* Bananas Done
- Cigarettes
- Voight-Kampff anti-cyborg detection gear
- Bug feces, should be slip-on-able, as per below
* Shouldn't you slip on banana peels? Isn't that what they do? Also, shouldn't there be a chance that you trip or stumble on any square that contains items? Doesn't that happen all the time in movies, when you're running away from the evil alien/zombie and you trip on some little E-Z-Bake Oven and end up ignominiously dead? Peels are in. E-Z-Bakes aren't. Tripping over everything would be, hmmmm, ....
- Smoking, drinking, washing hair would be nice
- Drinking is in, washing hair will be after the first female player signs up.
- Hacker tools
- Trackers
- Like, err, Motion Scanners?
- Rad Badge should be ported to an item.
- Characters load rating should be affected by their strength attribute.
- Lanterns that improve a person's LOS during dark and semi-dark conditions but also make the character visible to everyone with LOS to that square.
- A way for Marines to deny the bodies of fallen comrades to the bugs, be it in the form of a powder or injection applied to the body to make it indigestible or dissolve it, or the AP intensive route of chopping the body up and spreading it about.
Interface
* Overall, there should be an interfacelift (Hokey term invented by Zarquon) Done
- Display variable AP costs in red (if possible with CSS)
- Character creation for new players that operates separately from the reinforcement system, so that new players can create their first squad/bug brood without disrupting reinforcements to existing players.
BHMapEdit
- Does this still work? Are there ways it can be better?
- Is it possible to take CC's LOS calculator and integrate it into Bughunter to give dynamic LOS?
Admin
* MiniLAW missile launcher should spawn loaded, otherwise you're doomed to editing the db. OK
Character Creation
- Currently, anyone can pick any squad. It should limit OAT squad names to OAT squads, marine to marine and deng to deng. It would be nice if players were assigned squads that they don't accidentally (or on purpose) create units that are members of somebody else's squad.
Sides
- Nomadic Libertarian Dystopian Space Pirates
Gameplay
In game interaction.
Item-related
- More timed-effect items, like smoke grenades or tear/nerve gas that fills a room. Battery-powered forcefields or somefink. Potions of invisibility that only last for fifteen minutes--oh, wrong genre.
- Motion detectors should, if possible, work up and down stairwells
- Simple facing changes (Left-right) that don't even have to affect gameplay
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Show Teeth and Growl should have its effectiveness reduced based on range, so that a screaming bug is really scaring if standing right next to you but actually not so scary if screaming at you from across the map.OK - Victims that have successfully resisted a Show Teeth and Growl should have a temporary bonus to resist Show Teeth and Growl.
- A dead Marine/OAT/civilian should drop all of their equipment when killed. Cutting off our supplies and then not allowing us to rearm from dead Marines is setting us up for slaughter, no?
- You can already pick up everything that a character had, just walk over the body. Dead and KOed bodies still hold all their equipment, which can be picked up if you want it. In fact, it's a bit of an exploit if you loaded a character up with six Heavy Machineguns and then shot him, so that you could carry the body and not pay for those really heavy items. But no one's smart enough to do that, so it doesn't matter.
- Smoke grenades. Thrown like a regular grenade, fills a single square with dense smoke until the next update. (Acts like dense terrain for spotting purposes, but provides only concealment, and not cover)
- We don't have dynamic LOS yet, so the smoke could not obscure anything behind it.
Combat
- Blood trails for wounded characters
- Combining half-used ammo loads? If you have to carry two 18 round mags it wastes a slot that could be made available by combining the two into a single 36 round mag.
- Some form of "running" or "strategic movement" where movement costs less but you have a drastically increased chance of being terribly killed if you are attacked while doing it. Like, you can move at 1 less AP cost but all to-hits against you are at +50% and all damage is at x2, like the difference between strategic and tactical movement in the old V for Victory games.
- More-detailed SOP including options to flee or sleep on log-off
- A "swinging pseudopod" that aliens can use to attack around corners
- "Fire into" or Area Fire command
- Flamethrower should attack everything in a square, a burn up sticky goo, and generally kick ass in every way bar-none.
* Notification that one has been injured or panicked by a grenade blast OK
- Awarding XP for grenade hits could be abused: you shouldn't know if you have hit/killed anything
* Unarmed combat for humans and human-like things. Sure thing. Well, at least now you can punch people in the face, which is what it's all about.
* Rats should have ambush as a skill, so they can bite the hell out of the unwary. OK (new ones only)
- Opfire based on squads, so that people can properly mutiny and mutineers can be properly dealt with.
Other
- Push and Pull that allows you to move another unit one square away from you (Push) or into your square (Pull)
- Medals
- A temporary Berserk mode (The opposite of Panic!) where a marine gains some bonus strength (Improving melee damage and giving some temporary hp) but cannot do anything requiring any smarts (Like unjam a weapon, shout warnings, operate computers, medkits, scanners, et cetera). Berserk would only happen once for every 10 panics, so it's more for flavor than anything else.
- Bonuses based on the number of characters the player still has. Everyone who watches movies knows that the last three people (Or aliens) are always harder to kill than the first five. Not only are they tougher to kill, but they're also better fighters. So once you're down to three characters, they all get +10% to dodge and +10% to hit, which bumps up to +20%/+20% when it's only two and +30%/+30% when there's only one left.
- Players should be able to award promotions and rank should give a tangible bonus (like a few more AP--not much, just a little) so that marines can make their most favoritist, most loved characters and then weep when they're eaten.
- Horses
Became extinct in 2109.
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Orders from Deng First Comrades shouldn't benefit Marines or OATs. Orders from Marine Sarges shouldn't benefit OATs or Comrades. Orders from OAT Centurions shouldn't benefit Comrades or Marines. Warnings don't need to be changed, though, because it makes sense that an OAT could warn a marine, et cetera.OK - Shouldn't marines be able to blow up barricades with demo charges?
- Notification when someone is grabbed showing up in the action log if your character could have seen it.
- Sneaking. Gives humans predator skill towards bugs (their visual cortex doesn't respond well to slow motions) and gives bugs predator skill towards humans. Bugs with predator skill have their skill further enhanced. All AP costs are quadrupled while sneaking. Only works at ranges >0 to prevent players from sneaking into another players square.
- Running. AP costs for movement are halved and to hit chances are reduced while running. All other AP costs are doubled and targeting abilty is reduced. While running the player gets stun points (1-2, maybe in relation to endurance) for every square he travels. To prevent players from constantly switching between running and walking mode (to get the benefits and avoid the higher AP costs and reduced targeting ability) switching between running and walking mode should only be allowed once per half hour cycle.
Map
- There should be some indication on a map of whether or not you can climb from that map-edge to the corresponding map-edge on the adjacent map. As it is, you have to feel your way around a map edge waiting for the Climb button to appear.
- More teleportation mechanisms to jump from map to map and from scenario to scenario. Maybe linked to side quests, so that if the marines can get the suborbital transport working then a marine with the "Pilot" skill can take a squad from one map to another or even up to the Maranov and down to MBA. Bugs could be able to damage the ship, requiring special engine parts, fuel, et cetera. This also adds risk when landing the ship in hostile terrain, as if it gets damaged there, it'll be hell to fix.
- I think we should replace explosive terrain with explosive barrels, explosive crates, explosive cats, whatever. They should just run the grenade routine when they blow up.
- mba_map.html displays the MBA map. We might want a button for that, and build static maps of other locales too.
* There should be some kind of AP-intensive "Wrestle Open Door" for the bugs. All it'd do is open the door. Maybe it could be skill related.
- How about LOTS of acid spit? This would give the human side a chance to weld shut the acid damage? Done.
Miscellaneous
- Dengdinghua
- Some kind of marine command that rewards players for kills. Credits can be used to buy better weapons or more beer or a vacation.
Skills
- Pilot
- Forward Observer
- Captain
- Tracking
Character-Related
Sides
* DRG
- Editable sides for opfire determination--have a master list administered by the Ace Pilot of the moment
Classes
- Upgradable bugs from micro to regular sized, maybe from regular to huge (with new attacks) or some kind of buggie Royalty.
- Tamed bugs or bug-like genetic experiments for the marines
- Scouts
- Brainsucked zombie
- Mutation for radiated bugs
Skill Changes
- Regenerate as a skill or charging AP to regenerate
- Regnerate is already a skill
- Some microbug skills should be removed when they reach adulthood (brainsuck, leap,...)
Being-Related
New Creatures
- Giant, slimy octopi with razor-sharp tentactles.
- Cows
- Semi-sentient Unmanned Combat System
- Artichoke Plants. Just regular, old, artichoke plants. They'd cause damage to anyone who gets near them, just like regular artichoke plants do.
- I never have... is that a hay fever joke?
- The plants themselves are monsters. Covered in hard, woody thorns, with the even more monstrous artichoke hidden deep beneath (Itself covered in thorns). Look it up, man! I tell you, even a bug wouldn't want to walk through a field of artichoke bushes. You could call them "Space Artichokes" if it makes you feel better...
Machinery-like
- OV-10s
- Hinds
Locales
- A planet where apes evolved from men?
- Blasphemy!
Unlikely to be Featured
- Combine feature for ammo and half-loaded weapons
Currently, you never load a new magazine, but fill up the weapon with ammo from the first appropriate mag. So we probably don't need this.
- Muzzle flashes
- It is worth it?
- Being able to shoot into the air, to signal somebody, or fool somebody, or maybe just to celebrate your wedding...
- Use a flare instead.
- Negative AP so that a character can tap into 3-5 extra AP but at a penalty of not having any opfire at all while at negative AP
- I'd say, let's keep it simple.
- A critical hit that incapacitates a character for one update, a sort-of watered-down (But not much) "Between the eyes"
- We already have leg hits (-10 AP), belly hits (+10 stun) and arm hits (drop weapon)
- AP having an effect on opportunity fire so that a character's AP represents their current state of exhaustion. When a character has full AP, they get a little penalty (For being too rested, their guard is down) and too little AP gives a penalty.
- Does that sound like more fun?
- Air strikes, orbital strike, sub-orbital strike, SSM strikes, mortars, and any other off-board thing you can imagine. Mortar operators could have an opfire setting, allowing them to expend AP to fire mortars on call from an FO.
- That would a bonus for the Bugcong Delta, but in most scenarios, just frustrating to be on the receiving end. Shouldn't the game be about going all mano-a-mano?

