Atonement mutator [idea]

Atonement mutator [idea]

Postby wowie » 12 Apr 2012, 00:59

wowie {l Wrote}: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.


inpersona64 {l Wrote}:
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.


wowie {l Wrote}:
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.


Thread split! :| :think: :x :) :D :twisted: :lol: :?
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Re: Atonement mutator [idea]

Postby TheLastProject » 12 Apr 2012, 07:46

Sounds interesting. One thing I know for sure is that this will be a challenge for the pros, and a less-frustrating match for the noobs. I don't think you can really get a more exciting match than that, would love to try it out once.
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Re: Atonement mutator [idea]

Postby wowie » 12 Apr 2012, 22:33

Can anybody think of a sane way to combine this with the vampire mutator?
Obviously it would conflict with iGib mode. Any other conflicts I'm not seeing?
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Re: Atonement mutator [idea]

Postby inpersona64 » 13 Apr 2012, 00:18

wowie {l Wrote}:Can anybody think of a sane way to combine this with the vampire mutator?
Obviously it would conflict with iGib mode. Any other conflicts I'm not seeing?

Yeah we had some ideas in a thread about instagib-vampire combo..it never saw light though so IDK. I would just suggest if you chose this mutator (gametype), by default the option to chose Instagib would disappear.
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Re: Atonement mutator [idea]

Postby wowie » 13 Apr 2012, 00:55

I was more concerned about the vamp conflict... 400 hp players? (max max health x2)

iGib would be disabled if this mutator is picked, but a vampire atonement duel deathmatch sounds like it would be crazy FUN to play occasionally.
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Re: Atonement mutator [idea]

Postby TheLastProject » 13 Apr 2012, 07:46

This mutator is almost the exact opposite of vampire by default, why would you want to combine it with vampire in the first place?

If you really want, I would let this mutator change the default and spawning HP, so it just gives others a headstart after you have killed them when you spawn.
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Re: Atonement mutator [idea]

Postby wowie » 13 Apr 2012, 13:25

Uh-huh.... yeah it would probably be better to make them mutually exclusive.
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