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Ideas for Flags #930
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While I think this sounds cool, it sounds like giving mapmakers powers like this will only increase possible confusion. How do you easily signal that this is/is not a possibility without depending on the mapmaker to properly inform the players? |
In context from the gamemode since it would probably be mostly used for arcadey maps. |
Maybe allowing carrying multiple flags would be a nice feature. |
That's one that won't fly with a "maybe". If you have a very specific use case of a real map you want to make to use that feature, you'll have to justify it. Assumption of only being able to carry one flag is big, getting rid of that requires rethinking design of several features, like how flags drop or deciding under what conditions carrying multiple flags should be allowed, if it is to be added it won't be because "maybe it would be cool but we have no use for it yet". |
I think being able to transfer a flag either by entity attack or projectile would be a very nice feature for example with the new damage actions we have cooked up a flag football map (in progress) where you can "throw" the flag (banner as helmet) to your teammate or enemy by shooting an arrow at them which removes your carrier kit and transfers it to the shot player. This gives an extra, tactical and fun dimension to bigger flag football maps, but there are downsides to emulating flags:
suggestion for feature: |
Transfer function and filter: a filter that controls to whom a flag can be transfered by right/left clicking (punching) the other player / maybe also a way to steal the flag by punchning the flag carrier / a cooldown when the flag can be transfered again
Locked attribute for flags to make them non-removable
Ability to force drop flags
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