joker5 wrote:
What about the old Webfoot method of 'if you wait too long the game moves w/o you"? That could work... say 5-10 seconds unless it's a really contemplative tar room in which case it would be 30 seconds or something.
I think you could set a time limit based on how expierienced the players are. For example, experts could set it at 5 seconds, and beginners could set it at like a minute, or something. Also...what would determine the direction the player would move?
And would would happen in coop if someone snuffed it? I mean do you restart the room? That's unfair to the better players, because if a n00b keeps charging roaches ALL THE TIME it's a little depressing.
I would assume if you freely volunteered to play co-op with a person, I would assume they would try to assist in beating the hold. In the case of a n00b, If the more experienced player has enough patience, they could help the n00b by telling them what to do. ("
press Q!!! press W!!! No! your OTHER W!!!) OF course, if you join a game where the other player is purposely trying to lose because they get a kick out of making people want to hurt them, then you could just leave the hold, and join in another hold with a different player. I think when you die, both players should restart the room, because just having one player regenerate with half the puzzle done already would make it 8743645987 times easier.
Do the two Beethros move at the same time? I mean, gameplay would change hugely if one player went after the monsters... and who goes first? Or is it simultaneous like the mimics? I mean even they have priority code....
Well...I think the beethro's moving seperately could play a role in strategy. For example...take a room like KDD level 7, 2N 1W, not exactly like it, but similar idea. Pretend there is no way to kill the queen by the time the snake dies, so therefore, one player would stay with the roaches, while the other goes and kills the other roaches blocked by the snake, whereas, if both people went after the queen, the snake would die, and make the room unbeatable. If they're moved like mimics, then how would you know if player 1 is in control, or player 2 is? "
I didn't move that way!!!"
"
But I did!!"
Yeah, on the topic of mimics: How would you distinguish between your mimics? I can just see it: *stab* "Traitor!" "Oh wait, that's mine."
I think it could be something as obvious as making the mimics different colors. Yellow beethro can control blue mimics, and purple beethro can control red mimics, or something like that.
I think thats about as good as I can do for you. Don't hurt meeeee....