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Game/FFA: Make Healthboost effect temporary #578

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a-teammate opened this issue Feb 25, 2018 · 3 comments
Open

Game/FFA: Make Healthboost effect temporary #578

a-teammate opened this issue Feb 25, 2018 · 3 comments

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@a-teammate
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The proposed solution is as follows: HB grants you an immediate +100 hp – the same as picking up 4 normal health pickups – up to your maxhealth. Simultaneously, your max health is increased by 50. However, this only lasts until you die – at that point it resets to the default 100. If you are able to pick up two health boosts in a row without dying, you will have a max health of 200, but any further consecutive health boosts will only grant the +100 hp, with your max health remaining capped at 200 until you are killed.

http://www.sauerworld.org/qa-would-you-like-eihrul-to-change-the-healthboost/

Does seem to have some support and personally I agree with that change, as I also find healthboost overpowered atm.

@Croydon
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Croydon commented Feb 26, 2018

Please don't add good first issue as long as it isn't decided.
If we don't even know if we want it, it's really bad to attract newcomers who want to jump into contributing :)

@MartinMuzatko
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IMHO healthboost is really overpowered, but everybody has the same chance to get one. Some people use timers (like modifying the sound) to get back to it, which can provide unfair advantage.

I like the mechanism proposed above.
This issue belongs to the category of rewarding long playtime during a match, which is unfair to anyone joining later on. While part of the game consists of gathering weapons/ammo and getting stronger, this should only last until you die.
Are there mechanisms proposed to reward longer playtime and sticking through a game related to this issue?

@aschaeffer
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With visual-scripting the map-maker could decide how often the healthboost spawns. The intervals could be irregularly using a timer and a random number generator.

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