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Hard mutator in races?

PostPosted: 31 Jul 2020, 15:55
by Norakam
I have an idea. What if we make it possible to select the 'hard' mutator in races. This would mean that you don't respawn at checkpoints. This would make it harder to complete a lap but it would also be preferred by some people (especially with the 'timed' mutator) because it would make it faster to return to the start so you don't have to suicide after every time you die.

Re: Hard mutator in races?

PostPosted: 01 Aug 2020, 11:38
by TheAssassin0
Good idea. For the easier maps, this'll increase the fun factor for experienced players in the race mode. I think a gamemode-specific mutator would be better here, as hard already is known as "disables radar and regeneration". We could replace one of the already existing ones (pretty sure gauntlet is hardly ever played). OTOH, reusing hard has one interesting advantage: it could likely be done in a backwards compatible manner, i.e., existing RE clients could play on BN servers, vote for the mode and make use of it without any problems.

Re: Hard mutator in races?

PostPosted: 01 Aug 2020, 14:28
by shacknetisp
For the convenience aspect, there is already a checkpointspawn variable (client-side) that can disable respawning if you're working toward a record rather than just completion.

Re: Hard mutator in races?

PostPosted: 01 Aug 2020, 20:15
by Norakam
shacknetisp {l Wrote}:For the convenience aspect, there is already a checkpointspawn variable (client-side) that can disable respawning if you're working toward a record rather than just completion.


Ooh I didn't know about that variable. I will definitely use it in all races from now. :) That's actually better than a mutator too because everyone can do it the way they like.