SquadForce mutator concept

Developer discussion of experimental fixes, changes, and improvements.

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Postby alpha » Mon May 18, 2009 8:03 am

Gameplay like that should be not a mutator, but ctf default.

But there are some balance issues.

2 spies = 90% invisibility? טּ_טּ
2 medics = 10 hp/sec regen טּ_טּ
also marksman + warrior seem to be pretty cheesy.
quit for good
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Postby Alien » Mon May 18, 2009 8:47 am

CTF is capture the flag not capture team fortress (with flags or no).
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Postby Morphed » Mon May 18, 2009 2:54 pm

2 spies = 90% invisibility?

why not, 90% just not for 2 spies, they will stuck with 45%, so you need to kill one of them in order to see rest of squad :)
2 medics = 10 hp/sec regen

your team will need to focus fire on medics before killing other classes

CTF is capture the flag not capture team fortress (with flags or no).

no one is talking about changing game mode objectives

I think we need to consolidate all this into one project, just so that we don't have to reproduce the same code.

are you talking about that full featured team fortress clone project ?, if yes then merging will lower chances of this mutator to be finished ( all content for this one is done ;) )
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Postby alpha » Mon May 18, 2009 3:11 pm

I wholeheartedly approve this thread. Every new developer that we see in "we need more developers" should consider helping Morphed out on this one, BECAUSE IT'S BIG AND AWESOME.
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