Friday, February 22, 2013

When It's Good To Wait

Thanks to Niteraider for posting this question/suggestion in the forums...
The healing part should definitely be limited, though. It would take away from the gameplay if players kept returning to their base to be re-healed. Is there any limitation to the healing planned or set?
At first, I thought I wouldn't be able to come up with anything - or if I did, it would be too complicated. But I played around with the code a bit more today and found a way to discourage teams from "abusing" their base's healing function. 

Simply, the more a team uses their base for healing/respawining the longer it will take.  So initially when a base is captured by a team, it can respawn/heal immediately when the friendly player shoots it.  But the base will keep track of how many times it's been used.  For every use, the base will wait an extra half-second before respawn/+1 healing and another half-second when it's finished.

So if a team uses it 10 times, there will be a five second wait (the base will be a solid green color) then it will process the respawn/+1 healing then end with a final 5 second wait.  During those "wait" periods, the base can be shot by the other team to "cancel" the upcoming respawn/+1 healing in addition to the base taking damage.  So the more a team uses their base, it becomes a little less effective - giving the enemy more time to mess things up.  The only way to reset the counter is to have the base captured by the enemy, then recaptured by your team.

Love it, hate it? Should there be a maximum wait time? Let me know your thoughts.

(BTW, if you haven't seen "Waiting For Superman", see it. It's a great documentary.)

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