day by day creative people sit on their asses and create the best gameplay/map/character/codes they can. and in my opinion it`s a good sign if someone tries out new things and wants to share it with the players. period.
Some people do not understand this and take out their personal vendettas on this forum. Mangley was kind enough to spite my event thread.
I played this a for a bit today. I think the key player needs even more than just full body armor at spawn, they inevitably die fairly quickly and the rounds just end up flying by.
Does the key player only ever get a shotgun? They can't somehow level up along with their teammates?
They always have a shotgun. If they're dying too quickly then it's your team's fault. This mode is all about attack and defend. Most of your team should defend your key player and some should attack the other. Once everyone understands what is going on, the rounds will last longer. Every time I have played it, most of the teams run around killing each other like it's DeathMatch. Then one of them happen to kill a key player and the round restarts. Not once have I seen the mode be played like it should be.
Here is my experience with the mode Take it as you will, just input. When I played this mode I felt that the enemy players on the radar should be disabled. Id look for the red dot and avoid anything to kill it, which is the point but this I feel would add a challenge to the game play, add a lil bit of a hunt to it and then the teams jobs of protecting the key player would be of greater importance, and leave teams on the radar to help the others protect their key player... any input on this?
Every player should be on the radar so you can see if the opposing team is around your key player and you know if there are enemies around the opposing team's key player.
I want to get this mode released to the public. After that, I will be looking for more input.
P.S. I won't be making another mode for a unappreciate community. Cy has been the main supportor through all of this.