I feel that the Combo Win Condition should have a little difference in it.
In the current rule, it's the largest current combo that wins. This feels more of a luck-based mode in a way, because you could get a near full combo to the end, and then lose to players of lesser skill because they happened to get some good enough small combos.
---------------
I want to revise this.
I feel that it should award players points based on the amount of players they are above while getting a hit.
If a player hits a note and are first out of four players, they get 3 points. The player with less combo in 2nd gets 2 points, and the player in 3rd with lesser combo gets 1. Last will get zero.
If there's a tie in combo, they both get the same amount of points. So with 6 players, 1st gets 5, a tie for 2nd, 3rd, and 4th all gets 2, and a tie for 5th and 6th gets 0, because 5th and 6th are equal to one another and are technically not defeating anyone.
After the map, the player with the highest score in this sense wins.
In the current rule, it's the largest current combo that wins. This feels more of a luck-based mode in a way, because you could get a near full combo to the end, and then lose to players of lesser skill because they happened to get some good enough small combos.
---------------
I want to revise this.
I feel that it should award players points based on the amount of players they are above while getting a hit.
If a player hits a note and are first out of four players, they get 3 points. The player with less combo in 2nd gets 2 points, and the player in 3rd with lesser combo gets 1. Last will get zero.
If there's a tie in combo, they both get the same amount of points. So with 6 players, 1st gets 5, a tie for 2nd, 3rd, and 4th all gets 2, and a tie for 5th and 6th gets 0, because 5th and 6th are equal to one another and are technically not defeating anyone.
After the map, the player with the highest score in this sense wins.