Debriefing > Impressions & Feedback
Adjustable Health Levels
coolDisguise:
Oh please, no levelling system. The main thing I did especially like about this mod was being able to jump right into the action without other players gaining advantages for playing longer than you.
I don't see the points of custom game modes when all players have the same health level and setting via the server would just be unfair, so I came to the thought of letting the player set it himself, but only in a negative direction, so there's no one with uber-health, but since no one approves of that, I suppose it won't happen and frankly it doesn't matter to me as much as (not) having a levelling system.
Emilia:
I agree with having a custom gamemode for this.
WNxEuphonic:
I'm trying to create a gameplay for this...it's easy enough to set everyone's top health, but I'm having trouble doing it well on a player-to-player basis. Any advice from people familiar with the python code?
VC:
Foggy memory was that the damage multiplyer per player was broken, but global worked. Hence, LTK functions as expected.
What I did was avoid it completely. For Live and Let Die, I capture all damage events, filter for Baron and Golden Gun explicitly, modifying damage as needed to support:
* Baron takes normal damage to Armor.
* Baron takes modified damage from AuG.
* Baron deals modified damage beyond Level 8.
WNxEuphonic:
Hmm, I suppose that could work. I could just define a script that would take any damage event for player i and call play i handicap and then calculate out the damage correctly. My main problem now is finding an easy way to define each player's individual handicap easily. Maybe this would work better as a server plugin then as a gameplay...unless people were find with just a global handicap for all the players.
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