Editing and Customization > Community Content
Gameplay Scenario: Launch Code
The Cy:
this concept sounds great. I can´t wait to catch all the fucking hackers 8)
gameplay-name suggestions: code of duty; the code-masters; guns, codes & satellites; it´s launch-time, kids!; satellite of death
killermonkey:
Yes, on screen arrows will be a part of v4.2 an extension of the radar system.
VC:
Concerns:
Multiplication is dangerous. If it starts on a 6v6 and let's say there's five terminals, that's 30 points. Next round, half of the players leave, the losing team needs two perfect wins just to tie. There is also the issue of player count; beginning, max during round, or end of round? It would be easy to screw a team by just going spec right before they win so they get no multiplier. I suggest keeping the scoring based on the points themselves.
!voodoo command can to be useful. If the hacker uses it, a different player should become the hacker. Normal players can use it to vote off the current hacker. This will allow a noob or someone who just doesn't want to be disarmed to get switched out.
Momentum is good, but it needs to be reversible. The player with the free hacking tool should be able to drop it. Using it early ensures you get it, but it's also wasted when you use it on a point that's not really contested, as each team's first cap will be the points nearest their spawns. Saving it for late can work like a TF2 spy-cap, sneaking it in through a hole in the defense to close the round, but would be a gamble that it could be fumbled and used by the trailing team.
killermonkey:
VC nice eval. I will revise the proposal tonight with everyone's feedback. I am actually pretty excited about this mode.
Entropy-Soldier:
--- Quote from: VC on July 27, 2011, 10:00:50 pm ---Momentum is good, but it needs to be reversible. The player with the free hacking tool should be able to drop it. Using it early ensures you get it, but it's also wasted when you use it on a point that's not really contested, as each team's first cap will be the points nearest their spawns. Saving it for late can work like a TF2 spy-cap, sneaking it in through a hole in the defense to close the round, but would be a gamble that it could be fumbled and used by the trailing team.
--- End quote ---
I actually really like this idea. Allowing it to be used by anyone but having it possible to lose to the other team makes it a coveted game-changer worth protecting until the end of the round. I'm still unsure how distribution should be handled; should it simply spawn towards the center of the map, or be given to the attackers at the start?
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