Re: Maniaplanet Update #4 - wishlist
Posted: 13 Aug 2014, 17:41
Even though I have never posted on these forums before I have played your trackmania titles for many a years, and one thing that I feel trackmania is and has always been missing is some sort of cooperation. This game needs teamplay!
One needs to be creative if such an implementation is to be made into a game which from the core is made up to be about your own performance and skill, but think about the benefits!
Think about a couple of things:
When people try out new games, it is often because they have been adviced by a friend to try it out. Very often, the friend who tries out the game actually downloads it to play with the friend he got the suggestion from. Such a thing is not really possible here. Sure, you can join the same server, but you still play and act individually, not for your team.
some suggestions from myself and other I have catched throughout this post.
Coop-mapmaking: enable people to make maps together.
Make a relay game-mode: If a server is on relay mode, players get sorted in to teams, (lets say red and blue as it always has been) When the match starts, 1 player from each team has to play the track current. After they have reached goal, they enable the next player in line for their team to begin the map. Just like standard relay running. This opens up for teamplay(or atleast abit). For example, if the first player from the blue team finishes first, the next player for his team may start before the next player for the red team, as he has to wait until his teammate finishes the map before he can start the race.
TEAM-time attack Standard time attack, but the players on the server gets divided into teams, from 2 to 4 teams(red, blue, green, orange?) It's just like normal time attack, except that the winner is decided by the mean time by each team. For example, if there are three players in team blue, and their times are 12:40, 13:60 and 11:50, the teams time becomes 12:50(the mean of all the player times combined). The team with the highest mean time wins.
What do you guys think?
One needs to be creative if such an implementation is to be made into a game which from the core is made up to be about your own performance and skill, but think about the benefits!
Think about a couple of things:
When people try out new games, it is often because they have been adviced by a friend to try it out. Very often, the friend who tries out the game actually downloads it to play with the friend he got the suggestion from. Such a thing is not really possible here. Sure, you can join the same server, but you still play and act individually, not for your team.
some suggestions from myself and other I have catched throughout this post.
Coop-mapmaking: enable people to make maps together.
Make a relay game-mode: If a server is on relay mode, players get sorted in to teams, (lets say red and blue as it always has been) When the match starts, 1 player from each team has to play the track current. After they have reached goal, they enable the next player in line for their team to begin the map. Just like standard relay running. This opens up for teamplay(or atleast abit). For example, if the first player from the blue team finishes first, the next player for his team may start before the next player for the red team, as he has to wait until his teammate finishes the map before he can start the race.
TEAM-time attack Standard time attack, but the players on the server gets divided into teams, from 2 to 4 teams(red, blue, green, orange?) It's just like normal time attack, except that the winner is decided by the mean time by each team. For example, if there are three players in team blue, and their times are 12:40, 13:60 and 11:50, the teams time becomes 12:50(the mean of all the player times combined). The team with the highest mean time wins.
What do you guys think?