Well what about the team that actually captured other eggs? There would be no point in capturing any eggs if you know you can't get the last one in 5 minutes.
Just because it is difficult to assign points and xp to a game doesn't mean it won't be fun to play. Why not make it based on how many eggs your team captured before being captured and then give that as a bonus on top of 0.5 * the time you spent on winning team.
If they were defending their egg...
If people think it could be fixed maybe shorten the timer overall or make the amount of players mean more in shortening or lengthening the shrink time.
No matter how you put it it is going to be unfair. There's no real smart way to do this. My idea gives players who were on the winning team the longest and did the most help the most rewards. If you have a better idea I'd love to hear it.
Ithought of something. The team that starts the blob gets the win. Each team that helps gets a partial win. They get more points the longer they have been part of the team. If they were part of the team half the game they would get half the amount of points. Then you multiply this by 0.75 so...
Or make the border shrink time relative to the amount of players in a game. I don't know how fast it is but for example if there are 40 players make it take 400 seconds to shrink all the way (you don't need it to be linear like this.).
I don't think assigning teams is as hard as you think. The teams wouldn't move too often anyways.
Well in this "blob tag" example being the tag game people would play the last person non blobbed wins. This is a bit different because every team can start a blob and the loser would always be the...
Insert what's supposed to be a purpose for adding gamemode here to start off suggestion so I don't look unprofessional.
This might only be an American thing but there's this game called blob tag where someone goes around tagging people but if you tag someone you link arms with them and you all...
The then it decomposed back in a minute part is not how chemistry works. The sign that allows it to go back and forth actually means the reaction will change back as soon as enough of the reactants are accumulated. Eventually the reaction will reach equilibrium where proportionally there will be...
I honestly have next to no clue on how this precisely works. Because even if you move before the hit registers the server should see you in the place where you were when you hit them. So on your side, yes the hit should look further away. However on server side that shouldn't change. I have no...
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