Re: make spawning and artificial ammo cost money
What happens when one player of a team runs out of money?
And what when he dies then?
Unvanquished is an open-source FPS game featuring team-based strategy and RTS elements, pitting humans against aliens in a futuristic setting.
https://forums.unvanquished.net/
What happens when one player of a team runs out of money?
And what when he dies then?
There is currently a mechanism which gives players 200 credits every 2 minutes
Wait, really? Is this space socialism?
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.
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…).