Need a new "primary" gametype
Posted: Thu Jul 30, 2009 10:09 pm
1HK elimination may eventually be taken out of our "playlist" sometime or at least pulled out less often, since, as DX noted, is "one of the worst and most boring of the 1HK family". With that said, I'm curious to the primary game rules that DX and the RM/waterbridge were using. I'm not exactly sure how they run 1HS, keep track of kills, etc.
I'm looking into different spawning methods. Upon spawn, a tally is to be marked to keep score, and for the spawn timing system, I thought of having players wait in time intervals. An example would be every 2 minutes, meaning that each spawn point has a clock, and players spawn when the clock hits 2 minutes. They can choose to spawn after but not before. That way, players will spawn in groups. Players inside a spawn point are invulnerable to reduce spawn camping. With this method, as opposed to spawning as soon as you reach the point, more emphasis is put on "luck" as opposed to how soon the player makes it back. Players will also spawn together, keeping the team organized. Also, players do not have to sit and count long amounts of time. The interval can be modified easily, but the range of intervals may be limited to muiltiples of 60. For example, 7 minute intervals may not work. (but then again, 7 min is very long and way too long for any game I can imagine)
Then there's all the twists that are put on the game variants, such as CTF. Then there's our other games like zombies. But this is for the big, main one that's played the most often.
I'm looking into different spawning methods. Upon spawn, a tally is to be marked to keep score, and for the spawn timing system, I thought of having players wait in time intervals. An example would be every 2 minutes, meaning that each spawn point has a clock, and players spawn when the clock hits 2 minutes. They can choose to spawn after but not before. That way, players will spawn in groups. Players inside a spawn point are invulnerable to reduce spawn camping. With this method, as opposed to spawning as soon as you reach the point, more emphasis is put on "luck" as opposed to how soon the player makes it back. Players will also spawn together, keeping the team organized. Also, players do not have to sit and count long amounts of time. The interval can be modified easily, but the range of intervals may be limited to muiltiples of 60. For example, 7 minute intervals may not work. (but then again, 7 min is very long and way too long for any game I can imagine)
Then there's all the twists that are put on the game variants, such as CTF. Then there's our other games like zombies. But this is for the big, main one that's played the most often.