In the most recent build we added a new round based 1v1 gametype, Showdown. For those not familiar, the rules are:
- 1 life per round
- Pickups do not respawn
- 200 base health (health packs can heal to 200, vials/superhealth can heal to 299)
- Timed powerups (UDamage/Berserk) are 15 seconds
- Default round time is 2 minutes; if it runs out, player with most effective HP remaining wins
- Choose from one of two completely random spawn points per round (unlike Duel, can spawn near opponent)
As this is a new experiment, many aspects are in flux. We would like more community feedback. Please play it and post your constructive thoughts.
Also, please play the gametype as designed. Yes, that means pick up the UDamage. We need and want all of the game's possibilities to work. If it isn't, we need in-depth feedback on why not and what can be done about it. Playing with "gentleman's rules" is not helping us develop the game.
In particular, the below are primary topics of discussion:
- Spawn system. In the next build, we are trying a system where each player picks their spawn from an overhead map and both players know where that is. (See today's stream) Hopefully, this will open up some more strategic thinking. It would be interesting to get some feedback on whether choosing first or second would be considered favorable.
- Health system. 200 base health is somewhat unintuitive, but it's important that rounds not end with a single rocket or shock combo. We could grant armor on spawn instead, but the current system has some interesting useful properties, like adding the advantage to the player that picks up the chest and thigh pads instead of the shield belt being able to heal damage immediately.
- Round resolution/Defensive play. This is something we are keeping an eye on, but haven't made any decisions yet. It's not clear yet whether some instances of defensiveness are a result of the map being played, "old-school" Duel logic, or it actually being the most effective. If you do perceive this to be a problem, be sure to think about possible solutions and especially the inevitable downsides. Try to think a step or two ahead of how experienced players will try to abuse such a system.
Of course, feedback on other areas is also valuable, this is just what we're thinking of right now. Let us know your thoughts.
- 1 life per round
- Pickups do not respawn
- 200 base health (health packs can heal to 200, vials/superhealth can heal to 299)
- Timed powerups (UDamage/Berserk) are 15 seconds
- Default round time is 2 minutes; if it runs out, player with most effective HP remaining wins
- Choose from one of two completely random spawn points per round (unlike Duel, can spawn near opponent)
As this is a new experiment, many aspects are in flux. We would like more community feedback. Please play it and post your constructive thoughts.
Also, please play the gametype as designed. Yes, that means pick up the UDamage. We need and want all of the game's possibilities to work. If it isn't, we need in-depth feedback on why not and what can be done about it. Playing with "gentleman's rules" is not helping us develop the game.
In particular, the below are primary topics of discussion:
- Spawn system. In the next build, we are trying a system where each player picks their spawn from an overhead map and both players know where that is. (See today's stream) Hopefully, this will open up some more strategic thinking. It would be interesting to get some feedback on whether choosing first or second would be considered favorable.
- Health system. 200 base health is somewhat unintuitive, but it's important that rounds not end with a single rocket or shock combo. We could grant armor on spawn instead, but the current system has some interesting useful properties, like adding the advantage to the player that picks up the chest and thigh pads instead of the shield belt being able to heal damage immediately.
- Round resolution/Defensive play. This is something we are keeping an eye on, but haven't made any decisions yet. It's not clear yet whether some instances of defensiveness are a result of the map being played, "old-school" Duel logic, or it actually being the most effective. If you do perceive this to be a problem, be sure to think about possible solutions and especially the inevitable downsides. Try to think a step or two ahead of how experienced players will try to abuse such a system.
Of course, feedback on other areas is also valuable, this is just what we're thinking of right now. Let us know your thoughts.
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