orbitaldecay {l Wrote}:I believe this is a misperception. Hit detection in RE is generally done client side. Your ping shouldn't influence whether or not your attacks register, only your skill level does

(though other people may find that you are hitting them when you are farther away than you should be)
I've had grenades fail to register when I've got direct hits in iGib. *Tests pingtest again* Whoa... 26% packet loss today. Maybe that has something to do with it.
So the networking code is clientside heavy? Meh. I never knew until you told me. I really need to get a new ISP. I should stop putting it off.
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As long as we are cribbing game modes from other games and turning them into mutators: Bounty hunter from The Conduit.
Everyone has one target. When you kill your target, you inherit your target's target. You lose a point when you kill someone that isn't your target
...unless they are targeting you in which case you do not gain or lose any points.If you are killed by someone hunting you, your killer becomes your new target when you respawn. If your target is killed, you are assigned your target's killer.
If for some reason you have no target (e.g. you just joined a match, or your target left the match) you are randomly assigned a target.
The overall effect is that pro players have many other players hunting them at once, while novices will only have one or two players after them.
Most people will also vote for the explosive weapon set with this mode, which would be equivalent to this game's ballistic mutator, since everyone spawns with a rocket as their primary.
Also, a multiball mutator for bomberball would be hilarious.
-Up to 3 balls would be in play at once.
-A ball spawns every five seconds whenever there are less than 3 balls.
-If the spawn already has a ball floating in it, release the ball so it begins rolling around as if a player dropped it.
Edited: moved a sentence to where it should be.