Frequently Asked Forum Questions | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
Re: Part 8 - Slayer and Flag evolved | |
Posted By: Hoovaloov | Date: 3/26/12 2:24 a.m. |
In Response To: Part 8 - Slayer and Flag evolved (RC Master) Just some quick reactions of mine: : Player Slayer in 2 rounds - fair on asymmetric maps I'd much prefer balancing asymmetric maps with weapons and vehicles than stopping the game arbitrarily in the middle and resetting everything. As long as the team spawns aren't hardcoded into the map and one team can be forced out of their base (like taking over the base in High Ground and forcing the other team to spawn on the beach), I think it's just fine to play one slayer round on asymmetric maps. : Add insta-end to prevent total blowouts when lead is 50% of total score A mercy rule might be OK. Hopefully this would reduce quitting. : Stylish Slayer bonus points could be good way to speed up games for good
I'm not sure this would prevent griefing, it actually might make more dominant teams purposefully avoid the high point kills to stretch the game and amass more kills than they would have otherwise. : In one Flag, don't play 4th round if already 2-0 I totally agree with this. : But nicer to play just 2 rounds: once attack, once defence Games could become much too short with this method, I think. : Add extra time for attackers based on getting flags
Honestly, this is a bit too complicated: "1st attacker score – 2nd attacker score (first round+second round+sudden death) 0-0 = 5 minutes. (2+2+1)
How am I supposed to remember that in a game? :) This fails Occam's Razor, IMO. Griefing could be solved by using the Campaign scoring paradigm, where teams are rewarded much more for fast victories and no amount of objective holding and spawn killing could amass the same amount of credits as those fast victories. : For Stockpile, play asymmetric - defenders have many flags of varying value
This sounds a lot like Halo 3's territories, except you are advocating certain territories having more worth than others. My only problem with this gametype is that once the attacker gets the flag, it becomes increasingly difficult to respawn and stop the flag carrier. Compare this to H3's territories where the defending team can still respawn and stop certain territories because they don't have to travel ever increasing distances. I like that you are thinking outside of the box. Even though I'm not sure the tried and true gametypes will ever be changed this drastically, it's good to think about how to shake up the current system and really get to the heart of what is fun and what's not fun. So kudos to you for that. :)
|
|
Replies: |
The HBO Forum Archive is maintained with WebBBS 4.33. |