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make spawning and artificial ammo cost money

Posted: Sat Mar 13, 2021 7:25 pm UTC
by freem
Currently, dretch, granger, adv granger, naked human, rifle, and construction kit cost no money.
The only reason you get some points when killing them is, there is a hard-coded minimum value.

Few days ago, I was thinking "what if spawning had a cost, increasingly high as game grows older?", and today on IRC, granger said "<granger> Humans can snipe from everywhere because they have infinite funds!". He's true. Well, he... or she, or really it...

The "spawn cost money" idea have a direct impact on camping, it rewards campers, because attackers suffer penalty: respawning cost money. One way to fight this would be a "credit bleeding": when you do nothing "valuable" (damage enemy stuff) for some time, you loose credits. So, you can't camp.
Add this the "ammo cost money", and you got something like, humans must be skilled.

Those ideas could be applied to momentum, either, but I think it would be unfair for team.
It also requires discussions and/or a test server, because the combination is very new to my mind, and while I think it could be very fun, and limit the duration of obviously dead games, which would be a bless. Current games are really too long to claim a winner.

Re: make spawning and artificial ammo cost money

Posted: Sun Mar 14, 2021 12:44 am UTC
by Gireen
What happens when one player of a team runs out of money? :bugeyes:
And what when he dies then?

Re: make spawning and artificial ammo cost money

Posted: Sat Mar 20, 2021 8:23 pm UTC
by freem
Gireen wrote:What happens when one player of a team runs out of money? :bugeyes:
And what when he dies then?


There is currently a mechanism which gives players 200 credits every 2 minutes, so, in worst case, you'd need to wait. But I would see such idea (improved a lot, of course) as an "instadeath" mechanism, to encourage players to try to put an end to the game, so I'd say, if a team have no players alive or which can spawn, it looses.

That idea is really a bit silly, though, I don't seriously expect it to be built somewhere :)

Re: make spawning and artificial ammo cost money

Posted: Sun Mar 21, 2021 1:07 pm UTC
by Gireen
There is currently a mechanism which gives players 200 credits every 2 minutes

Wait, really? Is this space socialism? :smile:

The problem would be the missing instant in this "instadeath". Sitting in spawn queue and waiting is no fun. It happens already at the end when all spawns are destroyed and the last survivors try to make a run.

Re: make spawning and artificial ammo cost money

Posted: Sat Apr 17, 2021 8:17 pm UTC
by freem
True.

Maybe we could have, instead of the free credit every few periods of time, a percentage of the credit for a kill dispatched to the team? That would even encourage team play, and help builders?

Re: make spawning and artificial ammo cost money

Posted: Fri Apr 23, 2021 1:05 am UTC
by illwieckz
freem wrote:a percentage of the credit for a kill dispatched to the team? That would even encourage team play, and help builders?


I believe that if you hit a target but don't kill it, when someone else kills the same target you're rewarded your part, plus the free credit every few periods of time. Which is already rewarding team play.

If you dispatch experimented player credit unconditionally to inexperimented players, you're feeding the other team.

I've never felt the need for more credit than the free credit as a builder, especially since a builder may contribute more to momentum than other players (the fastest way to unlock rocket pods is to build turrets…).