Editing and Customization > Community Content

[GAMEMODE] Thunderball

<< < (3/6) > >>

VC:
Any scenario can be griefed, any game can be griefed, but that is no reason to not take measures to eliminate every griefing mechanism possible and take measures to inhibit what cannot be stopped.  (I spotted another way for the three-man to work, albeit with greater difficulty, under my ruleset.  I have a bandage in mind, but it is technical/behind-the-scenes shit so if we get that far I'll just inform KM.)

Actually, the cooldown is to prevent click-spamming.  Since you need a hitscan success to pass, people will naturally clickspam while hovering near the target.  But, if the player clicks and sees Bond feint-throw because it wasn't a hit (pro-tip: use +aimmode), and have to wait for him to prepare his throw again, players recognize that they have to make it count or they'll be stuck with it.

Furthermore, the strategy quickly becomes to throw it to someone who doesn't see you and to get around a corner so it can't come back.

I considered damage on a failed throw, but that doesn't fix any problems and introduces further complication, such as not being able to drop someone below a certain amount to avoid "well I fuking tried to throw it this shit sucks" *disconnect*

VC:
"before it is even in draft form"
It is in draft form.  I drafted it.  See that up there?  Touched by the citrusy finger of creation itself.

"I don't like the hit-scan passing at all, if anything it should be bounded by some sort of a range."
Hold on while I think about how physics weapons in Source.  TF2's bat, TF2's reflected rockets, GES throwing knives.  Now I take a deep breath.
BAAAAAAHAHAHAHAHHAHAHAHAHAAAAAAAAA...... you really want to code a physics item into GES, and make nearly all throws in the game misses, having the Thunderball spontaneously warp back to the previous holder each time, have the timer expire with it in-flight or while it's rolling around after missing, and make Runway self-griefing by making it impossible to get rid of the Thunderball because everyone is over 9000 metres away.
...AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!

"Although it would be more interesting if the beep occurred at a random time between 5-10 seconds before detonation such that you get anxious."
Approved.  It should be enough that there are even-odds that the receiver can return it and stick you with it.

Edit: Indeed.  Instead of being a frag amp, you build potential for points, but if you fumble the Thunderball or pass it before (or after :D) it's properly cooked, someone else can snag those points.  This keeps the focus on the Thunderball.  Otherwise, you're just trying to roll up bonus points in surplus of what you would lose for a suicide, which is normally one in a non-elimination scenario.

Entropy-Soldier:
Runway would be a problem regardless considering if anyone spawns in the middle of the level, they can expect to have that Thunderball in a matter of seconds.  I still support a physical object despite knowing sources quirks with them, it would just play better than "Tag, you're it!" from across the room right as you spawn.  Of course, both methods are sure to cause rage, but i would rather have to throw the ball twice to hit someone rather than spawn in the facility bottling room, get tagged, and then have my attacker disappear through a door across the room leaving me with no hope of passing the Thunderball to someone else, unless they spawn in the same room and allow me to repeat the action to them.

VC:
How does having a physical ball fix your being stuck in the bottling room and not understanding how to walk to the door, open it, and find someone to tag?

Entropy-Soldier:
well, I'd assume it wouldn't interfere with my ability to see something coming at me with a timer in the 15 second range and step out of the way.


It's not like i don't know B opens doors or anything...or is that A+Z?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version