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Originally Posted by M0KKAN
1) Tally Points
I would suggest using the VIP gametype that awards a point for arriving at a destination. Using a single waypoint with random regeneration at some set time provides a simple way to count laps. The only problem is the annoying 'Waypoint Moved' voice that yells at you every 15 or 30 seconds. The less I have to hear this, the better, so I would prefer a 30 second regen rate.
Also, the VIP settings should be set to ensure that every team always has a VIP.
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If you set the VIP goal area to move every 30 seconds, you're assuming that every track that uses this gametype will have at least 30 second long lap times. Several tracks have lap times far below this, which creates a problem for it being a standard gametype. Perhaps the standard should be 15 seconds, and you can edit it higher if needed in your custom lobby.
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Originally Posted by M0KKAN
2) Promote Racing over Fragging
As anyone who's played Rocket Race knows, when racers fall off of a mongoose, they tend to begin a slayer style battle. This tends to disrupt races and is less fun for everyone. So we need to discourage people from fighting.
A) Take away weapons: Players should spawn with a weak(or no) weapon with the least amount of ammo possible.
B) Set damage to a low setting. We should be careful here as setting it too low will prevent melee attacks from detonating fusion cores which is a common feature to allow players to suicide themselves back to spawn points.
C) Set shields and armor to a high setting. Same problem as B).
D)Grenades. I think frag grenades are a fun mechanic that allows fallen players to slow things down while they remount their goose. Grenades should not respawn as this encourages payers to stay off of their mongeese and huck grenades - you'll just have to use the 2 you start with wisely.
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I don't remember the exact settings that I used for Bungie 500, but I'm fairly happy with the final values I used for shields and damage modifiers. One thing to note about giving players grenades is that even with two grenades, griefers can commit suicide repeatedly and get more. I think it's worth the peace of mind to just not give players grenades--the threat of assassination is bad enough, you don't need to encourage them with explosives too.
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Originally Posted by M0KKAN
3) Discourage running anywhere
When players are on foot, they should be loosing ground to the faster mongoose. The best way to do this is careful map construction. However, some obstacles are slow going on a mongoose and with a limited forge budget, some walls can not be built high enough. Player speed should be set low(25 or 50%) to discourage people from running across tracks to shortcuts. The same thing applies to jumping. Increasing gravity makes it impossible to jump even the lowest barriers which allows forgers to use less budget on walls and deterrents . I'd suggest maxing gravity as a standard gametype - maps that are somehow dependent on jumping will require their own gametype.
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I feel that 200% gravity is probably a good idea, but I'm not so sure about the reduced movement speed. If you legitimately get separated from your mongoose, you're at such a disadvantage anyways. If you then add a 75% speed reduction to the player trying to get back to a usable mongoose, he's out of contention already. Players are already slower than a mongoose, so I think it's better to prevent running through the goal marker with map design rather than crippling everyone with lower speed.