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Scheme #4522, Interchange submitted by Kradie

(1/1)

Lupastic:
nice idea I like it. ;o but you shouldn't remove LG and jetpack for 1-5 player because 6-10 player has either inf. ninja ropes or 10 ammo of it. that's a very big advantage compared to 1-5 player, cuz 1-5 player doesn't have any other mobility other than jumping around.. 6-10 player has ropes, parachute, bungee.. and weapons like super nana, holy, sally xD I feel like player with 1-5 would almost always would be the losing side in a match. ofc it also depends on spawns but the gap between the two arsenals is way too huge like this

FoxHound:

--- Quote from: Lupastic on May 16, 2022, 10:05 PM ---nice idea I like it. ;o but you shouldn't remove LG and jetpack for 1-5 player because 6-10 player has either inf. ninja ropes or 10 ammo of it. that's a very big advantage compared to 1-5 player, cuz 1-5 player doesn't have any other mobility other than jumping around.. 6-10 player has ropes, parachute, bungee.. and weapons like super nana, holy, sally xD I feel like player with 1-5 would almost always would be the losing side in a match. ofc it also depends on spawns but the gap between the two arsenals is way too huge like this

--- End quote ---

Players alternate being F1-5 to F6-10. I think you misunderstood the rules. So both can use all weapons, just half of them each turn. I think this rule + scheme settings don't make a huge difference in the gameplay. It's still a normal game with infinite strong weapons, some turns are better to darkside and other turns might be better to attack, I don't know, cause I didn't play, I'm just imagining, maybe you only attack the best way you can all turns). The idea is not bad, but he made this scheme probably in 5 minutes like most of his schemes.

Kradie:

--- Quote from: FoxHound on May 17, 2022, 12:25 AM ---
--- Quote from: Lupastic on May 16, 2022, 10:05 PM ---nice idea I like it. ;o but you shouldn't remove LG and jetpack for 1-5 player because 6-10 player has either inf. ninja ropes or 10 ammo of it. that's a very big advantage compared to 1-5 player, cuz 1-5 player doesn't have any other mobility other than jumping around.. 6-10 player has ropes, parachute, bungee.. and weapons like super nana, holy, sally xD I feel like player with 1-5 would almost always would be the losing side in a match. ofc it also depends on spawns but the gap between the two arsenals is way too huge like this

--- End quote ---

Players alternate being F1-5 to F6-10. I think you misunderstood the rules. So both can use all weapons, just half of them each turn. I think this rule + scheme settings don't make a huge difference in the gameplay. It's still a normal game with infinite strong weapons, some turns are better to darkside and other turns might be better to attack, I don't know, cause I didn't play, I'm just imagining, maybe you only attack the best way you can all turns). The idea is not bad, but he made this scheme probably in 5 minutes like most of his schemes.

--- End quote ---
FoxHound, I ask you not to blatantly accuse me of making a scheme in five minutes time or so because that is simply not the truth. The creative process is different for everyone that Includes you and I as well. I can come up with something fast, but extensive testing and tweaking of a scheme is a different matter which could be due to other priorities. When I submit something, I know I have tested it long enough to release it to the public in hope there could be more feedback and enthusiasm.

Now finally I have been able to tweak the scheme and made some overhaul.
Some of the F6-F10 weapons have been given delays.
Utilities spawns now with health crates.
Turn time is 30 seconds + 15 second hotseat time.
Player has 1 teleport, 2 bungees,  9 ropes, and infinite parachutes.
Bow does 50 dmg now.
1 ammo of dynamite and sheep.

I included some replay footage.

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