Talk:Cart Defense

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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 (talk) 30 January 2009

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. (You could even hand over the ammo boxes at the start, and give them a couple of minutes to get set up.) --Kevan (talk) 30 January 2009

The neutral player idea seems good.

No problem with letting them set up the boxes at the start - what I am worried about is people carrying their box forward to attack the same cart again, or dumping the whole thing into the cart at once, or other abuses. --Guilherme Töws (talk) 17 July 2008