Difference between revisions of "Talk:Cart Defense"

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|user=[[User:Kevan|Kevan]]
 
|user=[[User:Kevan|Kevan]]
 
|comment=Nice. Another way to slow it down would be to have a neutral player (or game organiser) pushing it at a fixed speed - if going straight from checkpoint to checkpoint is always the best strategy, chalk the route out and have them walk it, [http://steamgames.com/tf2/goldrush/ TF2 Gold Rush] style (maybe accepting simple instructions to stop and start, if the Defenders want to hold back at certain points).
 
|comment=Nice. Another way to slow it down would be to have a neutral player (or game organiser) pushing it at a fixed speed - if going straight from checkpoint to checkpoint is always the best strategy, chalk the route out and have them walk it, [http://steamgames.com/tf2/goldrush/ TF2 Gold Rush] style (maybe accepting simple instructions to stop and start, if the Defenders want to hold back at certain points).
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|date=14:17, 30 January 2009
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|user=[[User:Kevan|Kevan]]
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|comment=And ah, you mention Payload as an inspiration, fair enough.
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Afterthoughts on a neutral pusher - it'd also be a useful way to keep a game moderator in the thick of the action, where they could enforce both "don't take stuff out of the cart" and "don't get within three meters of the cart".
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What's the rationale for Team Defense not being allowed to move the ammo boxes? I'd have thought that strategic positioning would be a useful element to borrow from Tower Defence.
 
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Revision as of 14:17, 30 January 2009


Kevan said:

Nice. Another way to slow it down would be to have a neutral player (or game organiser) pushing it at a fixed speed - if going straight from checkpoint to checkpoint is always the best strategy, chalk the route out and have them walk it, TF2 Gold Rush style (maybe accepting simple instructions to stop and start, if the Defenders want to hold back at certain points).

Kevan said:

And ah, you mention Payload as an inspiration, fair enough.

Afterthoughts on a neutral pusher - it'd also be a useful way to keep a game moderator in the thick of the action, where they could enforce both "don't take stuff out of the cart" and "don't get within three meters of the cart".

What's the rationale for Team Defense not being allowed to move the ammo boxes? I'd have thought that strategic positioning would be a useful element to borrow from Tower Defence.