Author Topic: Crazy King  (Read 11846 times)

Offline GeoRmr

  • Member
  • Salutes: 178
    • [Rydr]
    • 45 
    • 1
    • 45 
    • View Profile
    • Storm Ryders
Crazy King
« on: February 18, 2014, 12:03:42 am »
Depending on the random resource that is active when the game opens it creates a bias towards one of the teams. Please make the crazy king maps start with resource A, equidistant from the initial spawn of both teams.

Offline Spud Nick

  • Member
  • Salutes: 130
    • [✦✦45]
    • 40 
    • 45
    • 45 
    • View Profile
Re: Crazy King
« Reply #1 on: February 18, 2014, 12:07:20 am »
Also make the points active for longer so teams can FIGHT over them. Right now it is nearly impossible to clear the point once the other team has taken it.

Offline GeoRmr

  • Member
  • Salutes: 178
    • [Rydr]
    • 45 
    • 1
    • 45 
    • View Profile
    • Storm Ryders
Re: Crazy King
« Reply #2 on: February 18, 2014, 12:09:18 am »
+1 for spuds suggestion,
also make the total match times longer again.

Offline Captain Phil

  • Community Ambassador
  • Salutes: 13
    • [Rydr]
    • 37 
    • 44
    • 45 
    • View Profile
    • DeviantART
Re: Crazy King
« Reply #3 on: February 18, 2014, 12:10:30 am »
Another idea is to make the first point only open for 50 seconds. This will allow ships to get in position for the next point.

Offline Captain Smollett

  • Member
  • Salutes: 122
    • [Duck]
    • 11
    • 14 
    • View Profile
Re: Crazy King
« Reply #4 on: February 18, 2014, 12:13:11 am »
Depending on the random resource that is active when the game opens it creates a bias towards one of the teams. Please make the crazy king maps start with resource A, equidistant from the initial spawn of both teams.
Also make the points active for longer so teams can FIGHT over them. Right now it is nearly impossible to clear the point once the other team has taken it.

This all sounds good


Offline Caprontos

  • Member
  • Salutes: 17
    • [Rydr]
    • 37 
    • 45
    • 13 
    • View Profile
Re: Crazy King
« Reply #5 on: February 18, 2014, 09:57:29 am »
Perhaps making it so the next point is random.. well almost .. It should pick from points that weren't picked within the last 3 points  (ie once it picks C it will not pick C for at lest 3 points before it is open again) and likewise raise the time a point is active to compensate the travel times (since it is unlikely you will be at a point early).

Or maybe the point order is decided completely randomly every 5 points... This way all 5 points are always used but the order isn't always the same.. So you can plan ahead. (depends what is easier).

This would cut down a lot on the whole run to the next point early since you don't know where it is yet... raising the chance people fight at the current point longer, or fight at a more central location..

It would also make crazy king a bit more.. Crazy... (Maybe this is more a new type though as I am sure some prefer knowing the order.. and I agree its nice to)...


-I also agree with other points suggested above..

Offline Wundsalz

  • Member
  • Salutes: 72
    • [Rydr]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Crazy King
« Reply #6 on: February 18, 2014, 01:19:12 pm »
I'd like to have dynamic spawn points for crazy king maps. A set of spawn points for each balloon - equidistant to the active (and if possible also next) CP  for both teams.

Offline Captain Smollett

  • Member
  • Salutes: 122
    • [Duck]
    • 11
    • 14 
    • View Profile
Re: Crazy King
« Reply #7 on: February 18, 2014, 01:52:02 pm »
I'd like to have dynamic spawn points for crazy king maps. A set of spawn points for each balloon - equidistant to the active (and if possible also next) CP  for both teams.

Took me a moment to understand what you meant but that actually sounds pretty interesting.  Every time the point changes so do the spawn points.  Seems like that'd be as about balanced as you could get.

Offline The Sky Wolf

  • Member
  • Salutes: 43
    • [Wolƒ]
    • 26 
    • 30
    • 40 
    • View Profile
Re: Crazy King
« Reply #8 on: February 21, 2014, 10:57:13 pm »
I believe each active point should spew black oil hundreds of feet up into the sky which then lubes the propellers of the capturer's ship making them 36.07% faster.

Offline Crafeksterty

  • Member
  • Salutes: 73
    • [GwTh]
    • 17 
    • 28
    • 45 
    • View Profile
Re: Crazy King
« Reply #9 on: February 22, 2014, 10:26:42 am »
I, still think the capture points should be easily captured, rewarding ships that are in the capturing zone. This is both advantagous and disadvantagous for all ships current.

Slow tanky or hard hitting ships can hold the point, while fast ships can get back into the point easily.
Because i played a game of 3v3 crazy king where the enemy team had 2 squids, they always came back to block the points because the spawns were so close, the ships were fast and the capturing was too slow to win over with. So, imo the most simple solution is much quicker capture time.

Goio suffers alot from using standard gamey game mode type modes. Things like, capturing a capture point with slow flying bulky ships is just difficult. It being crazy king should in itself be enough that the one who is on the point keeps the point. Anyone on it, Contests it. We really dont have to complicate the idea so hard.

Offline Dutch Vanya

  • Member
  • Salutes: 107
    • [Clan]
    • 38 
    • 45
    • 45 
    • View Profile
Re: Crazy King
« Reply #10 on: February 22, 2014, 07:39:27 pm »
I have more ideas for crazy king but i'll say this first, what you just needed to outnumber the enemy team on the point? Rather than being the only one one it.

Offline ramjamslam

  • CA Mod
  • Salutes: 63
    • [SAC]
    • 35 
    • 45
    • 38 
    • View Profile
Re: Crazy King
« Reply #11 on: February 22, 2014, 07:59:09 pm »
I'd like to have dynamic spawn points for crazy king maps. A set of spawn points for each balloon - equidistant to the active (and if possible also next) CP  for both teams.

Took me a moment to understand what you meant but that actually sounds pretty interesting.  Every time the point changes so do the spawn points.  Seems like that'd be as about balanced as you could get.

This sounds like a great idea!  I think this could also work best if you don't get respawns until the point changes.  So you have the normal countdown timer for respawn, then after it would have reached zero, you still have to wait for the point to change.... or you wait for the point to change, then you get the respawn timer.