I'm thinking buildings.

Post your ideas on where the future evolution of Multiwinia should lead

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elexis
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Postby elexis » Tue Nov 24, 2009 10:27 am

The difference is that there are always an even(ish) number of units on each team on team fortress 2. With Multiwinia the winning team can just wait until they have maxed out their pop-cap and then swarm them


00Davo wrote:apparently


Have you ever played an instaspawn goldrush map. There is a very high chance that the red team will quite effortlessly hold them off after the first point, it can get quite boring.
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NeatNit
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Postby NeatNit » Tue Nov 24, 2009 8:32 pm

00Davo wrote:
elexis wrote:
pandm101 wrote: but the more bunkers you have the faster reinforcements spawn.


So the closer you are to winning, the easier it is to win? How is this a good game style?

Actually, Team Fortress 2 does this. When you've captured all the points but one, your respawn time is shortened, and your opponent's time lengthened. This is because otherwise the defenders could, apparently, just hold off the attackers indefinitely, and the game wouldn't reach a satisfying conclusion.
Risk also does this, the more areas you control the more troops you get per turn.
;)
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Postby Mas Tnega » Wed Nov 25, 2009 1:09 am

In TF2, it also owes to the relative distance. When the final point is five seconds away from the defender and even with a teleport nothing much like that for the attacker, you need the difference just so the game can end at all. If the defenders manage to hold the enemy off well enough, those teleports are going to get nailed anyway, so it's even longer to get there.

In Risk, it's because if you can stay that far ahead after the major retribution you ought to be on the receiving end of, you deserve the troops. That and each territory your forces thin out considerably.
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00Davo
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Postby 00Davo » Sat Nov 28, 2009 11:24 am

elexis wrote:
00Davo wrote:apparently


Have you ever played an instaspawn goldrush map. There is a very high chance that the red team will quite effortlessly hold them off after the first point, it can get quite boring.

I haven't really played much TF2 at all. :P
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lex
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Postby lex » Sun Mar 14, 2010 5:53 pm

Definitely buildings, but ones you can create like turrets, and then be captured by other teams.
maybe an armory type role, equip some multiwinians with upgrades, exo-skeletons, laser shotguns etc.
It would definitely give the game more range.

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