Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem



-They roll upwards at a slower speed. Seems the most obvious one.
-They take additional damage from all sources while at a slope. No speed loss.
-If a Tank is destroyed while at a slope, it will spawn at the beginning of the slope, thus being the only way to lose progress. No speed loss nor resistance debuff.
-There's also the obvious "Tanks aren't affected by sloped ground".
Comebacks will always be possible in this new design, making the rollback slopes likely unnecessary. Even if a team's Tank gets destroyed when it's 99% of the way through the track, the opposing team could still win if they're able to defend their Tank until the end.
How will you manage the healthbar?
It will display the moving tank's health right? Maybe to not confuse players, use the green skin for one team? (yeah I'm not even sure of what I said because, green is for regen so :\)
Or display red's tank, blu's tank text in the healthbar?
Yeah just thinking if players see the healthbar filled it could be confusing. If you didn't plan it, I suggest a delay between the two tanks turn. So when the tank is destroyed the healthbar disappear and reappear (let's say, 5 seconds later?) with the opposing team's tank.
About this idea, do you plan to make the ghost recede on recede parts?
If yes, I think you are going to enter into an endless loop, because the tank will keep the same health over and over, if the tank is always killed on the recede part, because the path lenght will be always the same once it fully recede, I think to pipeline stage 3 or hightower.
I suggest to add a little health addition on the tanks, every turn, so we don't enter into an endless game.
Additional health formula: (110 x turn number-1 x ennemy players)
Let's take an example: we have 20 players, 10 in blu, 10 red.
calculatedhp is the health calculed by your mod on path lenght
1st turn: calculatedhp + 0hp (110 x 0 x 10) 1st ennemy turn: calculatedhp + 0hp (110 x 0 x 10)
2nd turn: calculatedhp + 1110hp (110 x 1 x 10) 2nd ennemy turn: calculatedhp + 1110hp (110 x 1 x 10)
3rd turn: calculatedhp + 2200hp (110 x 2 x 10) 2nd ennemy turn: calculatedhp + 2200hp (110 x 2 x 10)
ect....
110 is a random number from me, this should be under a cvar, that you can change with your cfg file.
"We also don't plan on having the Tanks roll back on slopes if they're destroyed on one, mainly to prevent stalemate situations, causing rounds to drag out too long."
So, yeah, if one of the Tanks is just about to be captured on Hightower and it gets destroyed, it won't go back. If the enemy Tanks also gets destroyed, that Tank about to cap will promptly cap and win the game.
Then take this as an idea to keep the roll back areas.