Open JDolezal opened 11 years ago
One simple solutions would be make "generic" stages. Number of stage would be unlimited, and when the team reached next stage, HP&Armor&Damage would increase by given percentage.
Thus, if one teams dies more frequently than the other, the other team would keep growing stronger and eventually win.
When both teams reach Stage 3, getting more frags no longer gives a decisive advantage to the stronger team. Often it happens that even though one team is weaker, it successfully defends itself and the match results in a stalemate situation.
The idea is to somehow make use of evos/credits that a player gains when he has already reached the maximum. Both teams can use them for suicide rushes (and humans for grenades). But on Stage 3 there is no goal given the teams would compete for. Sharing/donating is known to be bad for the gameplay.
Vague ideas:
After some number of kills at Stage 3, allow the whole team to get/buy some kind of advantage, perhaps repeatedly. It could be a stronger attack or a damage resistance for a limited amount of time (i.e. imagine a mara rush with double attack/double resistance), a faster damage/firing rate, etc. More ideas for various bonuses: http://risujin.org/tremulous/#relic. Same as before but instead of kills count evos/credits that are lost due to overflow. Allow only individuals to buy some advantage (or perhaps some kind of bombs too?) for overflowed evos/credits.