Different types of cycles

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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Different types of cycles

Post by AHM »

I think this game needs different cycle types.Here are a few examples:
Light cycle: Has more speed* but less rubber.
Heavy cycle : Has less speed but more rubber.

If you have any other nice cycles in mind tell me and i might add them.


*speed: by speed i mean speed gained by grinding , max speed , normal speed (when not grinding).
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Re: Different types of cycles

Post by Word »

lol

they are called lightcycles because of the "light" they are made of ( = electromagnetic radiation, particularly radiation of a wavelength that is visible to the human eye (about 400–700 nm, or perhaps 380–750 nm). In physics, the term light sometimes refers to electromagnetic radiation of any wavelength, whether visible or not.>>> from wikipedia) and not their weight, speed or rubber. Have you seen the Disney movie Tron from 1982? There is just one type of lightcycle.
http://www.youtube.com/watch?v=-3ODe9mqoDE
http://www.youtube.com/watch?v=3efV2wqEjEY

But there are already different cycles which are part of moviepacks. You find some of them here on this forum if you use the search function. Or you just take a look at the wiki article.
They aren't different in the way you like it but you may find something which solaces you :) .

The game would be chaos if everyone had a different average speed and rubber regardless if it depends on grinding or not. It would be unfair....
Last edited by Word on Sat Jan 02, 2010 11:00 am, edited 4 times in total.
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Re: Different types of cycles

Post by epsy »

Classes are an option, but that really falls under "future".
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Tank Program
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Re: Different types of cycles

Post by Tank Program »

Sort of an interesting idea I think. Heavy cycles could bust through lighter cycle's walls, depending on the length. Different lengths for different classes...
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Re: Different types of cycles

Post by AHM »

Word wrote:lol

they are called lightcycles because of the "light" they are made of ( = electromagnetic radiation, particularly radiation of a wavelength that is visible to the human eye (about 400–700 nm, or perhaps 380–750 nm). In physics, the term light sometimes refers to electromagnetic radiation of any wavelength, whether visible or not.>>> from wikipedia) and not their weight, speed or rubber. Have you seen the Disney movie Tron from 1982? There is just one type of lightcycle.
http://www.youtube.com/watch?v=-3ODe9mqoDE
http://www.youtube.com/watch?v=3efV2wqEjEY

But there are already different cycles which are part of moviepacks. You find some of them here on this forum if you use the search function. Or you just take a look at the wiki article.
They aren't different in the way you like it but you may find something which solaces you :) .

The game would be chaos if everyone had a different average speed and rubber regardless if it depends on grinding or not. It would be unfair....
Please be aware that with light cycle i didnt ment the normal cycle but a weaker and faster type of it.
P.S i couldnt remember any better name for it.
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Re: Different types of cycles

Post by Word »

yes, but if you have one lightcycle which is light and one that is heavy, there is no real equality in chances among the players. At least not in the way you proposed it. A faster lightcycle would usually need more rubber while a slower lightcycle needs less. Being slow and having a lot of rubber can make it nearly impossible to be killed whereas being fast and having less rubber makes it usually more difficult to control the cycle.
But even the opposite would lead to a big imbalance which can't really be compensated.
I mean, imagine a game like The Graveyard with lots of gumps who are dancing around the church (if you're too lazy to play the graveyard, here's a vid - I needed like 5 minutes to figure out how she can sit down ^^ )
It wouldn't be the same game.
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Re: Different types of cycles

Post by Lucifer »

Let's not make rubber depend on mass, ok? And mind you all, you can't use "heavy" and "light" to talk about cycles in a world without gravity. :)

I'd lean towards mass affecting acceleration, and sending out a concussion wave with each explosion. Then, you could have armor, which has mass, but can withstand greater amounts of pressure. So you'd have lower acceleration (same theoretical top speed), but could survive explosions that would wipe out smaller cycles.

Battering rams, similar thing, only if your velocity is high enough, a battering ram allows you to smash down walls.

But it would take a bit to work mass into the system. I think we've talked about it before a bit, haven't we? What happens when we give light cycles some mass?
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Re: Different types of cycles

Post by Word »

they would sink into the ground :P
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Re: Different types of cycles

Post by Mkay1 »

um, that was interesting lucifer
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Re: Different types of cycles

Post by Van-hayes »

Wasn't there a setting tested in CVS or bugfarm a few years back that gave cycles mass, or maybe it was width I can't remember too clearly, either way I remember it being interesting but it wasn't up long enough to be tested fully. If I remember correctly most people didn't like it since change is horrible and ruins everything it touches or something along those lines.
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Re: Different types of cycles

Post by Lucifer »

Word wrote:they would sink into the ground :P
Lucifer wrote:And mind you all, you can't use "heavy" and "light" to talk about cycles in a world without gravity.
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Re: Different types of cycles

Post by Word »

who needs external gravity :roll: :skull:
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(of course it's negative gravity :P )
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Re: Different types of cycles

Post by Tank Program »

Van-hayes wrote:Wasn't there a setting tested in CVS or bugfarm a few years back that gave cycles mass, or maybe it was width I can't remember too clearly, either way I remember it being interesting but it wasn't up long enough to be tested fully. If I remember correctly most people didn't like it since change is horrible and ruins everything it touches or something along those lines.
I think you're thinking about giving cycles width...

That being said, as mentioned, mass doesn't make much sense here. What about different cycle ions then? If we have the cycle be a metaphorical atom, different amounts of extra or lost electrons (like iron) would allow for a Cycle^2+ Cycle^3+ or some such... Then we just have to link that into the physics of the game grid. Maybe a new game mode where you have to collect enough electrons to make your cycle stable? Electrons lost or gained through various actions... griding, having your wall hit... we could add neat animations of the electrons flying when this happens. (Picture it, you hit the wall, your an electron or two flows from the crash point up the trail to the enemy cycle...)
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Re: Different types of cycles

Post by Phytotron »

Just make a different, separate game, already. I do not understand the obsession with turning this game into something else entirely and imbuing it with every harebrained neato nifty special feature and coding hobby masturbation you can come up with that has absolutely nothing to do with the basic game. Why? Do something else! Get with some other game and development team.
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Re: Different types of cycles

Post by sinewav »

Tank Program wrote:If we have the cycle be a metaphorical atom, different amounts of extra or lost electrons (like iron) would allow for a Cycle^2+ Cycle^3+ or some such... Then we just have to link that into the physics of the game grid. Maybe a new game mode where you have to collect enough electrons to make your cycle stable?
Well how about using "Rubber Zones" in reverse? You start out with almost no rubber, then you can increase it by hitting rubber zones. Maybe make the zones spawn randomly and fly around all crazy and sh!t.
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