Shootmania Power Up! v0.1 Changelog
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Re: Shootmania Power Up! v0.1 Changelog
Is it explained anywhere what the gold and fuel crystal items are used for? I can place them, but I don't know their purpose yet
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Re: Shootmania Power Up! v0.1 Changelog
I would have thought you'd have script their use in the mode.
For example you could script a shop where you can use your gold to buy weapon upgrades etc.
That's how I understood it.
For example you could script a shop where you can use your gold to buy weapon upgrades etc.
That's how I understood it.
Re: Shootmania Power Up! v0.1 Changelog
We don't have a lot of information at the moment, we'll discover more next week with the solo mode:
Hylis wrote:Solo platform
At start, it will be closer to a 'discovery' missions to help get familiar with the core gameplay. At destination, it should be a good solo platform game that uses diverse power ups along the journey of the player. Various items, like elements to pick up in the maps, are being prepared or will be done in order to reach this goal. These items are likely to bring diversity to mode makers for their own, like the two firsts: fuel & gold. Fuel will represent the source of energy and gold, the source of credits, that could be used in other modes.
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Re: Shootmania Power Up! v0.1 Changelog
In invasion Fuel has now function: pick up to restore ammo of all weapons (since Arrow has now less op gameplay it's fine).
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Re: Shootmania Power Up! v0.1 Changelog
this is typically the recommanded use. And it should be able to regen all stamina soon as well. While Gold if to be converted to Credits to buy things in the Store of the mode
Fuel => Energy (can be used by various elements, such as weapon or moves)
Gold => Credits (can be used to buy new weapon or moves)
Fuel => Energy (can be used by various elements, such as weapon or moves)
Gold => Credits (can be used to buy new weapon or moves)
Re: Shootmania Power Up! v0.1 Changelog
In a mode like Royal it could be an option if the crystals can be collected for small points bonus (like 1 point for blue crystal, 2 points for gold)... The purpose is for diversity, like at the start there is a bonus for heading at the pole and capturing it, but perhaps that might not necessarily be worth as much as heading to the crystals. Its a bit like winnable checkpoints but less block based (as items can go anywhere)....
I don't even know if its desirable for not, its just a small thought.
(Or another way, points bonuses for who collects the most in the round, so the the number of crystals on the map don't effect servers MapPointsLimit differently per map.)
I don't even know if its desirable for not, its just a small thought.
(Or another way, points bonuses for who collects the most in the round, so the the number of crystals on the map don't effect servers MapPointsLimit differently per map.)
Enjoying TMOne
Re: Shootmania Power Up! v0.1 Changelog
Does NADEO have plans to change the mode Elite with or without these items? ( any other plans? )
I know I read some stuff in HelloPlanet#4... But you can always tell me ^^ Im a cool guy , np.
I know I read some stuff in HelloPlanet#4... But you can always tell me ^^ Im a cool guy , np.
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Re: Shootmania Power Up! v0.1 Changelog
Remind me of a FPS on the DreamCast named Outrigger. If I recall correctly there was Item, big coins, dropped by killed players for extra points (It's possible that there was Coins to get directly on the map). The drop of extra points was really cool in multiplayer mode because one player kill another, 1 Coin drop and you kill the killer before he get the coin and he drop another one -> 3 points (one for the kill, two for the coins dropped).MrA wrote:In a mode like Royal it could be an option if the crystals can be collected for small points bonus (like 1 point for blue crystal, 2 points for gold)... The purpose is for diversity, like at the start there is a bonus for heading at the pole and capturing it, but perhaps that might not necessarily be worth as much as heading to the crystals. Its a bit like winnable checkpoints but less block based (as items can go anywhere)....
I don't even know if its desirable for not, its just a small thought.
(Or another way, points bonuses for who collects the most in the round, so the the number of crystals on the map don't effect servers MapPointsLimit differently per map.)
Re: Shootmania Power Up! v0.1 Changelog
Yeah that was awesome!MPotK wrote:Remind me of a FPS on the DreamCast named Outrigger. If I recall correctly there was Item, big coins, dropped by killed players for extra points (It's possible that there was Coins to get directly on the map). The drop of extra points was really cool in multiplayer mode because one player kill another, 1 Coin drop and you kill the killer before he get the coin and he drop another one -> 3 points (one for the kill, two for the coins dropped).
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Re: Shootmania Power Up! v0.1 Changelog
OR
We could make KILL CONFIRMED.
When you kill someone he drops a coin and you need to pick it up.
First team to 50coins wins.
We could make KILL CONFIRMED.
When you kill someone he drops a coin and you need to pick it up.
First team to 50coins wins.
The neverending waiting game has to stop.
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