Some people will probably bitch at me about this; to them, I say "please die". I'm looking for opinions on a feature idea I had for Fraghouse Boss Rush - which I'm coding for the FHCP. I made this a new thread rather than a reply to the FHCP thread to keep from cluttering up said thread excessively. If this irritates any admins, I apologise.
Fraghouse Boss Rush, for those that don't know, (and since there's not been a HUGE amount of information released about it or its sister gametype Reloaded, that's not hard) is basically a gametype where instead of facing wave after wave of normal monsters, you face wave after wave of BOSSES! (and maybe some normal monsters in the preliminary waves, depending on how the server admin has set things up) There will also be large amounts of HUD enhancements; anyone who enjoyed my Boss Life Gauges mutator, all of the functions from that little piece of work will be included in this, with a lot more to boot. (I intend to include that mutator, in its enhanced state, for the benefit of those playing standard FHI) Fear not, it'll only be one boss at a time; but an idea that just hit me is one of diminishing returns; What this means is, instead of a boss being worth a fixed amount of points all the time, they will start at a certain value and will gradually decrease in value (down to a preconfigured proportion) as time goes on; the quicker you beat the boss, the more points you get, and if you take too long to beat it, you get a pittance. I'd like feedback on this idea; Who would like to see it, and who wouldn't? (Also note that near as I can tell Fraghouse Boss Rush is damn-near complete but it hasn't undergone significant netplay testing.) Also, at what rate would people like to see the decreasing done; percentage-wise, e.g. 5/10/15/(configurable)% of the total value per minute/5 minutes/configurable time period? Or fixed, 5/10/15 points per minute/whatever.
Oh, and of possible interest to some people; Boss Rush and Reloaded are being coded with UT2004RPG in mind; whether I'll be able to keep the game from crashing remains to be seen, but I intend to try.
Fraghouse Boss Rush, for those that don't know, (and since there's not been a HUGE amount of information released about it or its sister gametype Reloaded, that's not hard) is basically a gametype where instead of facing wave after wave of normal monsters, you face wave after wave of BOSSES! (and maybe some normal monsters in the preliminary waves, depending on how the server admin has set things up) There will also be large amounts of HUD enhancements; anyone who enjoyed my Boss Life Gauges mutator, all of the functions from that little piece of work will be included in this, with a lot more to boot. (I intend to include that mutator, in its enhanced state, for the benefit of those playing standard FHI) Fear not, it'll only be one boss at a time; but an idea that just hit me is one of diminishing returns; What this means is, instead of a boss being worth a fixed amount of points all the time, they will start at a certain value and will gradually decrease in value (down to a preconfigured proportion) as time goes on; the quicker you beat the boss, the more points you get, and if you take too long to beat it, you get a pittance. I'd like feedback on this idea; Who would like to see it, and who wouldn't? (Also note that near as I can tell Fraghouse Boss Rush is damn-near complete but it hasn't undergone significant netplay testing.) Also, at what rate would people like to see the decreasing done; percentage-wise, e.g. 5/10/15/(configurable)% of the total value per minute/5 minutes/configurable time period? Or fixed, 5/10/15 points per minute/whatever.
Oh, and of possible interest to some people; Boss Rush and Reloaded are being coded with UT2004RPG in mind; whether I'll be able to keep the game from crashing remains to be seen, but I intend to try.