Debriefing > Impressions & Feedback

Adjustable Health Levels

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Doc.NO:

--- Code: ---
def OnPlayerSpawn(self, player, isFirstSpawn):
playerName = player.GetPlayerName()
if playerName == 'Viashino' || playerName == 'BigBird':
player.SetHealth( int(GEGlobal.GE_MAX_HEALTH / 2) )
if playerName == 'KM':
player.SetHealth( int(GEGlobal.GE_MAX_HEALTH * 2) )
--- End code ---

Thats the only health leveling needed around here :P Next?

WNxEuphonic:

--- Quote from: Doc.NO on February 06, 2011, 03:06:24 pm ---
--- Code: ---
def OnPlayerSpawn(self, player, isFirstSpawn):
playerName = player.GetPlayerName()
if playerName == 'Viashino' || playerName == 'BigBird':
player.SetHealth( int(GEGlobal.GE_MAX_HEALTH / 2) )
if playerName == 'KM':
player.SetHealth( int(GEGlobal.GE_MAX_HEALTH * 2) )
--- End code ---

Thats the only health leveling needed around here :P Next?

--- End quote ---

Hahaha.


--- Quote from: kraid on February 06, 2011, 09:58:21 am ---How about having a leveling system like in GunGame?

Every player will start on the same level.
Each level will require a higher ammount of kills to be reached (lvl2=1kill, lvl3=2kills,lvl4=3kills).
The higher your level, the less health* you'll have.
(*maybe instead of having pickup armor, the player could start with armor in low levels)
BUT on a higher level you'll get a score multiplier, so killing someone on lvl1 would give you exactly 1 point while killing one on lvl(n) will give you 1x(n) points.
When dying you'll also lose a level.
Killing with slappers or knife could give you an extra level.

--- End quote ---

I had been thinking about doing a gameplay where your score would be defined by your highest kill streak. (So if you killed 7 people in a row, then died, then killed 4 in a row, then died your score would be 7 until you got a higher kill streak). Maybe I could combine that with handicaps and make it so for each kill you got, your handicap would be lowered, but it would define score based on the number of kills without dying in a row, not just total kills. And when you die, you got back to the 0th level handicap. I could also potentially have a similar thing with death streaks where it would increase your handicap.

I could easily remove the armor from the map, define max health/armor levels for each level then do a scoring thing based on killstreaks. My problem becomes do I refill the person's health and armor when they achieve a kill to the next level, or do I just leave the percent damage they have intact?

Edit: Think refilling armor/health at next level would be best since the entire idea is to get to higher levels with less armor/health. Also, I think that increasing handicap with death streaks would be bad since then people could abuse the game by purposely dying until they got a good handicap then attacking people when it's easier to get kills. If a player is stuck on the 0th level constantly dying eventually other people will get to high enough levels they're easy to take out.

Any ideas for names?

Kinky:

--- Quote from: WNxEuphonic on February 06, 2011, 05:05:36 pm ---B]Any ideas for names?[/B]
--- End quote ---

A bond film. Pick one lol

WNxEuphonic:
Leaning toward Tomorrow Never Dies

namajnaG:
A view to a kill maybe?

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