Actually I'm already using the pitfall one as a placeholder (minus the teleport; the actual death is vaguely censored
). Thanks for the ideas. I'm sticking with the firing squad one for the reason I stated earlier.
Update: I've thought of an odd solution for duel mode. I still intend to convert recruited houses to NPCs, but rather than have a dumb Benny Hill chase going on the whole time with some hydras thrown in the mix, I've thought of a better idea. But before a solution can be found, the problem must be known:
- Firstly, there's too much open space. Lots of wandering, no tactics.
- Secondly, it's a lot of dumb hide and seek. Dark areas and open terrain leave no information to work with, so it's just pretty much random chance.
- Thirdly, the first person to run out of sleep meter juice loses, pretty much. Unless they get lucky and are allowed to rest up.
These conditions kinda suck with regards to making a dueling situation. So far, the map has been built for a fairly large group of players with emphasis on social tension and intelligent deduction rather than direct combat. This means I'd either have to drastically overhaul the entire map (may as well start from scratch if I were to do that), or else add a new element on top of what's there to compensate.
Which is basically what I'm going to do. Though I think now it's becoming gradually more clear that the
proper way to do the upcoming v2.0 of this will be to completely redo the entire thing from the ground up. But that's later. For now, I'm looking at a solution that could help address those three problems: Siege'd Tanks! Or more specifically, I want to convert each house into
a pair of Hydralisks first (moderate attack, weak health, high mobility), but allow them to convert to Siege'd Tanks (high attack, high health, no mobility) by morphing to lurkers to trigger the change. Tanks can revert back to Hydras by reverting to Tank Mode, too, but note that either change costs ability mana (ore). Furthermore, you can't change to Tanks while armed, and you can't change to Hydras while unarmed. If you're charging up stealth mana for cloaking, you'll need to make your decisions carefully.
Hope that won't make things too complicated. I'm still plotting it out, of course.
Anyway, doing that may help solve the above problems:
- Open space is compensated for by the tanks' long range attacks working as an effective form of space denial.
- Tanks also uncover large swaths of vision... especially at night. Now there's something to work with finally. Or at least, it's a start.
- Sleep meter is still a problem, but by turning the battle into a matter of positioning rather than chasing, the outcome should get decided a lot quicker. That will suffice.
Post has been edited 1 time(s), last time on Jan 18 2010, 2:05 am by Tuxedo-Templar.
None.