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New Mode: predator mode

PostPosted: 10 Apr 2012, 02:32
by rico
In Goldeneye007 N64 with gameshark we added predator mode;
Where everyone is invisible until you die once. I thought that would be fun to add to the game for multiplayer...

Re: New Mode: predator mode

PostPosted: 10 Apr 2012, 17:09
by TheLastProject
Being honest, I doubt it to be a good idea, mostly for balancing reasons.

It is clear that, to kill invisible players, the weapon that has the highest spread would be the easiest to kill. This would promote weapons like the flamer, shotgun and plasma over other weapons. Because of this, the other weapons will become third-rate in this gamemode, seriously hurting the balance. Besides that, I really can't see this to work well. However, I want to thank you for taking your time to think about ways to improve Red Eclipse, perhaps your next idea will blow us all away?

Re: New Mode: predator mode

PostPosted: 10 Apr 2012, 20:28
by FlyinHigh
I was thinking it would be like theres an invisible predator with a sword that does damage as well as dmg over time. Rest of ppl have pistols, last human standing wins

Re: New Mode: predator mode

PostPosted: 11 Apr 2012, 01:00
by rico
Thanks for the feedback, I only played RE a little my video card died in my big computer

Re: New Mode: predator mode

PostPosted: 11 Apr 2012, 21:18
by inpersona64
rico {l Wrote}:Thanks for the feedback, I only played RE a little my video card died in my big computer

:( that sucks

In regards to your idea, TLP is somewhat right. Ideally, it probably would work well considering how this game is come along.

Re: New Mode: predator mode

PostPosted: 11 Apr 2012, 22:20
by Skorpio
What about a hide and seek mode with invisible players? hehe

Re: New Mode: predator mode

PostPosted: 11 Apr 2012, 22:38
by wowie
Unstable Equilibrium. Some of it is good, too much of it is bad.
Having good players stay invisible while punishing bad players by making them visible
would make it so eventually one or two people would have tons of kills and no deaths.
Currently the biggest offender in that this aspect of game balance is the vampire mutator,
that's why most people combine it with resize so when a giant walks into a
room almost everyone immediately focuses their attention on that person.

That gives me an idea though...
[insert cool name here] mutator (default settings): every time you die you have 10 hp added to your max hp, and 10 hp subtracted from the max health of the person who killed you.
Upper max hp limit is 200, lower max hp limit is 10. If one person is already at their max/min when a kill is made and can't go any further up/down, then no hp is traded.
Death by grunts, turrets, falling, and hazards never will deduct health from someone who is killed by them.
If a player leaves in the middle of a match, the next person/bot that joins inherits their hp total.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Example: :cool: and :eew: are playing [insert cool name here] duel on dutility. :cool: is awesome, :eew: is a n00b.
:cool: will kill :eew: much more often then :eew: will kill :cool: .
Eventually this results in :cool: not having very much health at all, while :eew: will have a lot of health.
This makes it easier for :eew: to kill :cool: , and harder for :cool: to kill :eew: .

In large battles hp will be traded back and forth often between multiple players.
It may, however, disrupt balance by making some weapons less popular in the [insert cool name here] mutator, such as the rocket,
since a well aimed shot could kill 3-5 players at once, thus depleting a player's health by 30-50 points.

:!: Also, this mutator might also produce interesting results when combined with resize.

Re: New Mode: predator mode

PostPosted: 12 Apr 2012, 00:20
by inpersona64
wowie {l Wrote}:Currently the biggest offender in that this aspect of game balance is the vampire mutator,
that's why most people combine it with resize so when a giant walks into a
room almost everyone immediately focuses their attention on that person.

:cool: and :eew: are playing [insert cool name here] duel on dutility. :cool: is awesome, :eew: is a n00b.
:cool: will kill :eew: much more often then :eew: will kill :cool: .
Eventually this results in :cool: not having very much health at all, while :eew: will have a lot of health.
This makes it easier for :eew: to kill :cool: , and harder for :cool: to kill :eew: .



I've always thought that Vampire should go with Resize (even though I despise Resize) only because if you can get bigger, you should also be able to get smaller. Just kind of makes sense to me.

Sounds like a pretty cool mutator, and it seems to be the exact opposite of "Unstable Equilibrium" whereas good players are dealed what would seem as a consequence and bad players are given a slight advantage. So almost like a 'shifting equilibrium' :)
doesn't sound half bad to me.

Re: New Mode: ATONEMENT mode [Thread hijack much?]]

PostPosted: 12 Apr 2012, 00:42
by wowie
inpersona64 {l Wrote}:Sounds like a pretty cool mutator, and it seems to be the exact opposite of "Unstable Equilibrium" whereas good players are dealed what would seem as a consequence and bad players are given a slight advantage. So almost like a 'shifting equilibrium' :)
doesn't sound half bad to me.


This Idea is pretty much the polar opposite of vampire mode, so maybe the name should play off of that.
Racing games tend to call it rubberbanding (since it is as if the last car is attached to the lead car with a rubber band) but that comparison doesn't work in fps games...

EDIT: Got it!

a·tone·ment/əˈtōnmənt/
Noun:
Reparation for a wrong or injury: "she wanted to make atonement for her behavior".
Reparation or expiation for sin.
Synonyms:
expiation - amends - reparation - redemption - penance

Also I'm going to split this into a separate thread before we hijack this one completely.

Re: New Mode: predator mode

PostPosted: 23 Apr 2012, 20:29
by Catalanoic
i dreamed with the mode predator like in first Predator movie, a good idea to implement in RE!!