I didn't want to spam this section with a separate thread for each of these, so I merged them.
So while playing MP with a friends of various skill levels, I came up with ideas to help the lesser skilled players to not feel overwhelmed by insanes while the advanced players wouldn't be bogged down by slow AR's.
I was suggesting something along the lines of a menu with a series of checkboxes for various options that mods would be too awkward to add for this purpose, as well as the ability to choose the difficulty you want to play (As long as the map maker has kept the lengths within 10s of one another, to prevent those on a short difficulty from waiting too long).
Options might include these or any others the dev team would want. These are all just ideas for possible options, each seperate from each other and the suggestion above.
Force Difficulty - To disable the feature above, this will make everyone play the difficulty the host has chosen.
No Revive - Once you fail, maxxing your health bar will not revive you.
No Grief - For tag coop, prevent failure of a song if only a single member of the team is missing notes. Do this by detecting if the user has hit any circles in their combo. If not, don't allow a fail until the next player's turn, after they hit their first circle.
No Spec - Disallow/Allow the choosing of the Auto mod, forcing the lobby to play instead of watching.
Raw Score - Combos do not multiply scores. Points are awarded as if the player always has a 1x combo.
End/Max combo victory - When using combo victory type, this option will decide if the players' ending combo is used or their highest achieved combo is used to decide the victory
The game type is called Team Battle. In this type, the teams will have no health drain. Their health both start at 1/2 and they will gain and lose health by stealing it or being stolen from by performance. This will provide a "Tug of War" type of play. The only way to win is to siphon all of the other team's health, or keep your own health high enough to survive the song. The drain might go like so: (Pretending there is 1000 pts of HP in a filled bar).
300 - Steal 100 HP
100 - Steal 50 HP
50 - Do not steal HP
X - Do not steal HP, opponent steals 1.25x the HP from you for their next hit.
Large lobbies would become hectic if each player's were an attack on their own, so I suggest this as a backup in the event of that, Use combos. When a combo ends, find out which team had what (It would go per player, each being an attack. Let's pretend it's a 1v1). If team 1 got a perfect combo and one guy on team 2 got a 100, the attacks dealt would be 100 for team 1 and 50 for team 2, balancing out to 50 for team 1. If team 1 missed a circle and team 2 got a perfect combo, their attack would double due to the miss, and team 2 would steal 125 HP from team 1.
The mod, Second Chance. This would be activated by double clicking the nofail mod. Essentially, it will make health act like multiplayer. When they fail, notes are greyed out and they're notified of the failure. To balance this, points earned during this are halved once again (total of 0.25 multiplier when stacked with itself pre-fail) They can be revived by maxxing their health, removing the penalty until they fail again, in that case it is reapplied.
So while playing MP with a friends of various skill levels, I came up with ideas to help the lesser skilled players to not feel overwhelmed by insanes while the advanced players wouldn't be bogged down by slow AR's.
I was suggesting something along the lines of a menu with a series of checkboxes for various options that mods would be too awkward to add for this purpose, as well as the ability to choose the difficulty you want to play (As long as the map maker has kept the lengths within 10s of one another, to prevent those on a short difficulty from waiting too long).
Options might include these or any others the dev team would want. These are all just ideas for possible options, each seperate from each other and the suggestion above.
Force Difficulty - To disable the feature above, this will make everyone play the difficulty the host has chosen.
No Revive - Once you fail, maxxing your health bar will not revive you.
No Grief - For tag coop, prevent failure of a song if only a single member of the team is missing notes. Do this by detecting if the user has hit any circles in their combo. If not, don't allow a fail until the next player's turn, after they hit their first circle.
No Spec - Disallow/Allow the choosing of the Auto mod, forcing the lobby to play instead of watching.
Raw Score - Combos do not multiply scores. Points are awarded as if the player always has a 1x combo.
End/Max combo victory - When using combo victory type, this option will decide if the players' ending combo is used or their highest achieved combo is used to decide the victory
The game type is called Team Battle. In this type, the teams will have no health drain. Their health both start at 1/2 and they will gain and lose health by stealing it or being stolen from by performance. This will provide a "Tug of War" type of play. The only way to win is to siphon all of the other team's health, or keep your own health high enough to survive the song. The drain might go like so: (Pretending there is 1000 pts of HP in a filled bar).
300 - Steal 100 HP
100 - Steal 50 HP
50 - Do not steal HP
X - Do not steal HP, opponent steals 1.25x the HP from you for their next hit.
Large lobbies would become hectic if each player's were an attack on their own, so I suggest this as a backup in the event of that, Use combos. When a combo ends, find out which team had what (It would go per player, each being an attack. Let's pretend it's a 1v1). If team 1 got a perfect combo and one guy on team 2 got a 100, the attacks dealt would be 100 for team 1 and 50 for team 2, balancing out to 50 for team 1. If team 1 missed a circle and team 2 got a perfect combo, their attack would double due to the miss, and team 2 would steal 125 HP from team 1.
The mod, Second Chance. This would be activated by double clicking the nofail mod. Essentially, it will make health act like multiplayer. When they fail, notes are greyed out and they're notified of the failure. To balance this, points earned during this are halved once again (total of 0.25 multiplier when stacked with itself pre-fail) They can be revived by maxxing their health, removing the penalty until they fail again, in that case it is reapplied.