[spoiler]. That idea you had for a game, but acknowledge that without some proper play test might not work.
For example I was playing a mix of games one day. And noticed an annoying trend where I would die insanely fast but then have to wait 10-15 seconds just to get back into play.
Obviously a timer is important so that there is an actual advantage to outplaying someone other than making a number go up.
But what if there was a middle ground in the form of an objective bonus?
The closer to the enemy base or means to score you get to come back slightly faster. But if you are sitting back you get the full respawn time. (Not extended because staying back can and is often important to a team strategy).
This would (hypothetically) promote objective play, and increase actual play time. (Waiting isn’t play time) [/spoiler]
Just an idea and never tested. What would be something you’d like to try?
English
#Offtopic
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20 답변
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5 답변작성자: Cultmeister 4/29/2023 6:02:15 AMHave a destructible environment in a PvP setting. I’m talking Red Faction level destructibility (ok maybe not that extreme for the sake of being able to play more than five minutes without the whole map being flattened, but that was always my problem with Red Faction tbh the buildings felt like they were made of paper) Maybe this has already been tried I never play PvP games anymore, but I think it’d be a cool idea to be able to bring a room down on a couple of spawn-camping enemies which both provides you with a multi-kill and stops anyone using that spawn camp position again. You could even gear some weaponry towards destruction rather than killing.
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10 답변작성자: Dundeemon 4/30/2023 6:04:25 PMTo be able to take over and enemy's body and blend in with them. You could destroy their supplies and assassinate them as long as they didn't see you do it. If you get chased you can switch bodies to get away. You could be military or civilian, adult or child. Replies say Prototype. Need to try that, thanks.
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3 답변What I call spawn gates for PvP areas. Basically enemies would be unable to enter the spawn area of another team. A respawned Player would be safe till they exited the spawn zone. To prevent spawn kill farming.
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9 답변작성자: The First Aifos 5/1/2023 8:59:49 PMThe game I’d like to make—Crystal Cross—is a game about magic. Magic should be at the center of your playstyle. However, I still want there to be a melee attack, for use against baddies that may rush you down. It’s not intended to be a primary source of damage, just something to finish off low health enemies, knock back those who get too close, and possibly for stuns that leave enemies vulnerable to a critial hit from magic. I basically want to playtest this melee attack and see how to get it right where I want it; where players intersperse it with their spells, but don’t go rushing down baddies to beat them with what basically equates to the sword equivalent of a pea shooter. The idea I theoretically like best is your spear deals stamina damage, and once an enemy takes enough stamina damage they get stunned, and smacking a stunned enemy with a spell deals bonus damage. Combined with the spell fusion system, this could let you build up super satisfying mega attacks (maybe even against bosses), but it’s crucial to not make so strong players opt for it over using magic. I want it to feel like an “Oh, I have an opportunity to sneak in some spear hits!”, not “Oh, I should rush in with my spear!”.