New Scheme Modifier Suggestions

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Star and Moon
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So I have a few suggestions for scheme modifiers that I think would be cool to have.

No Friendly Fire: You cannot hurt hedgehogs of your clan directly. (But fall damage still counts)

Shallow Water: Every time a hedgehog drowns the water rises.

Stamina Mode: Your turn doesn't end if your hedgehog gets hurt. (Unless it kills him)

Light Mode: Hedgehogs are lighter than normal.

Heavy Mode: Hedgehogs are heavier than normal.

Active Hogs: All hedgehogs move (teleported) to a new spot every round.

Traitorism: Once hedgehogs die, they a revived with 50% of the starting initial health and joins the weakest team, but it cannot come back to it's original team unless it dies again, if that team is the weakest. (If all teams are equal it chooses a random team)

seana11
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Star and Moon allegedly wrote:

So I have a few suggestions for scheme modifiers that I think would be cool to have.

No Friendly Fire: You cannot hurt hedgehogs of your clan directly. (But fall damage still counts)

Shallow Water: Every time a hedgehog drowns the water rises.

Stamina Mode: Your turn doesn't end if your hedgehog gets hurt. (Unless it kills him)

Light Mode: Hedgehogs are lighter than normal.

Heavy Mode: Hedgehogs are heavier than normal.

Active Hogs: All hedgehogs move (teleported) to a new spot every round.

Traitorism: Once hedgehogs die, they a revived with 50% of the starting initial health and joins the weakest team, but it cannot come back to it's original team unless it dies again, if that team is the weakest. (If all teams are equal it chooses a random team)

These sound pretty good; heavy/light mode can be replicated with changes to gravity (eg. low gravity). Adding a height gravity mode would be much better.

I like shallow water and active hogs a lot, but not traitorism or stamina mode. For traitorism, how would you win? Every time you killed a hog, it would be respawned, essentially putting you back where you started. (A similar "zombie mode" has been suggested before with the same problems). Stamina mode really plays around with the basic play of the game, and changes up a lot. This may be very cool, or it could screw many things up. I think it should be playtested.

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Star and Moon
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seana11 allegedly wrote:

Every time you killed a hog, it would be respawned, essentially putting you back where you started.

Yeah, your right, I didn't think about that, maybe have them re-spawn as AIs that have no effect on the current list of teams (AKA you don't have to destroy them to win)

seana11
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Star and Moon allegedly wrote:

seana11 allegedly wrote:

Every time you killed a hog, it would be respawned, essentially putting you back where you started.

Yeah, your right, I didn't think about that, maybe have them re-spawn as AIs that have no effect on the current list of teams (AKA you don't have to destroy them to win)

Zombie apocalypse.

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Star and Moon
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New idea: Super Portals! All portals will stay on the the map until each team has gone, then they disappear and can be replaced. So they don't get confused, portals are team tinted in this mode.

KompleX
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I think "super portals" would bring some really great fun to the gameplay. I can imagine the terrain packed with blue/oranhe holes, and hogs falling from one to another Love Eyes!

Noob.com_123-321
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seana11 allegedly wrote:

Star and Moon allegedly wrote:

So I have a few suggestions for scheme modifiers that I think would be cool to have.

No Friendly Fire: You cannot hurt hedgehogs of your clan directly. (But fall damage still counts)

Shallow Water: Every time a hedgehog drowns the water rises.

Stamina Mode: Your turn doesn't end if your hedgehog gets hurt. (Unless it kills him)

Light Mode: Hedgehogs are lighter than normal.

Heavy Mode: Hedgehogs are heavier than normal.

Active Hogs: All hedgehogs move (teleported) to a new spot every round.

Traitorism: Once hedgehogs die, they a revived with 50% of the starting initial health and joins the weakest team, but it cannot come back to it's original team unless it dies again, if that team is the weakest. (If all teams are equal it chooses a random team)

These sound pretty good; heavy/light mode can be replicated with changes to gravity (eg. low gravity). Adding a height gravity mode would be much better.

I like shallow water and active hogs a lot, but not traitorism or stamina mode. For traitorism, how would you win? Every time you killed a hog, it would be respawned, essentially putting you back where you started. (A similar "zombie mode" has been suggested before with the same problems). Stamina mode really plays around with the basic play of the game, and changes up a lot. This may be very cool, or it could screw many things up. I think it should be playtested.


Traitorism can be edited to allow a max of respawns per team.
Stamina Mode needs testing, but it is OK.
Also, Here's another suggestion
Worms Style: Use the Worms weapons instead of the HedgeWars weapons.

(Account blocked from further forum access due to: spam, verbal abuse, and other cases of misbehavior)

Star and Moon
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Noob.com_123-321 allegedly wrote:

Worms Style: Use the Worms weapons instead of the HedgeWars weapons.

You really seem to want worms weapons, well, it's NOT going to happen. Suggesting it more won't help.

"You want a game that's exactly like Worms? Then go play Worms." - Tiyuri

CheezeMonkey
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Noob.com_123-321 allegedly wrote:

Also, Here's another suggestion
Worms Style: Use the Worms weapons instead of the HedgeWars weapons.

Though I haven't commented for a while, I just wanted to say: Thanks, that made me smile. Smile

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