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Re: Multiplayer mutators

PostPosted: 20 Dec 2012, 20:12
by Kridge
What if you could set a locked speed in the lobby? Like with a slider maybe? So you can play at your own pace? I know you are already thinking about it, but I do not know how you wanted to implement them.

Re: Multiplayer mutators

PostPosted: 21 Dec 2012, 05:08
by Lewin
What if you could set a locked speed in the lobby? Like with a slider maybe? So you can play at your own pace? I know you are already thinking about it, but I do not know how you wanted to implement them.
That is the plan, but probably with two sliders for speed before and after peacetime (some people might like faster building speed and normal fighting speed).

Re: Multiplayer mutators

PostPosted: 21 Dec 2012, 10:43
by Kridge
What if you could set a locked speed in the lobby? Like with a slider maybe? So you can play at your own pace? I know you are already thinking about it, but I do not know how you wanted to implement them.
That is the plan, but probably with two sliders for speed before and after peacetime (some people might like faster building speed and normal fighting speed).
Oh that's really cool.

Re: Multiplayer mutators

PostPosted: 21 May 2013, 15:18
by sado1
I had an idea few days ago. What if we completely scrap the current idea of mutators, and just implement them as... generic scripts which can work regardless of the map played? This idea struck me when I was making fog of war script, I saw that it works without any changes on other fighting maps (the I := 0 to 7 loop works even on maps with smaller player number), I remembered the Slow Start script was exactly the same thing. I think that many simpler scripts could be used regardless of the map, in fact most of ideas people had for mutators, could probably implemented that way. The host would just choose the mutator(s?) in the lobby. Now, an important question: would that be possible, for 2 or more scripts (mutators) to work at the same time?

Re: Multiplayer mutators

PostPosted: 01 Dec 2013, 09:09
by MpranavM
When will these mutators be implemented ?

Re: Multiplayer mutators

PostPosted: 01 Dec 2013, 12:30
by pawel95
When will these mutators be implemented ?
These were some ideas from the community, which mutators should be implemented. IF and WHEN the mutators will be implemented, I don“t know. The Reamek team has more important things to fix/do right now, then implementing just many mutators and having later on problems, to fix bugs, caused by these mutators :mrgreen:

Re: Multiplayer mutators

PostPosted: 01 Dec 2013, 13:21
by Krom
Speaking from myself - I thought mutators were a good idea, but seeing this topic discussion and how even smallest options divide community I think mutators are not going to work and time we spend on them will be a waste and will divide community even more.

Re: Multiplayer mutators

PostPosted: 01 Dec 2013, 15:54
by Ben
Well said, Krom.

Re: Multiplayer mutators

PostPosted: 01 Dec 2013, 16:23
by dicsoupcan
agreed, and we can always make variety using dynamic scripts.

Re: Multiplayer mutators

PostPosted: 01 Dec 2013, 18:11
by RandomLyrics
- Tower limit ( 0..X or Non ) ( X defined in map.txt or smth )
- Speedup slider for peace (max 3x)
- Speedup slider for war (max 3x)
- Minerals (4 options: Small - Normal - Huge - Endless )( slider)(fishes included) - stone normal but for huge/endless stonemason should bring 5 stones not 3 ( or just slower stones exhaustion ).
- Hungry (3 options: Normal - Longlife - Endless )( slider )
This should be default mutators.
Imo it will atract new players who do not know anything about hunger or fast minerals exhaust in RTS games.
Speedup slider is necessary coz normal KaM match lasts 2 hours , today not everyone has that amount of time to spend :)
We could set and lock the specific mutators settings in server(depends on server - lock or not)) - it will reduce community divide level.