THEkubaxx wrote:
Nice idea
8+
Thanks for the support!
piruchan wrote:
If I get this right, when you are "attacked" you will have a difficulty increasing mod applied to you for a period of time? (I count easy as difficulty increasing mod)
I don't understand programming, but won't it be hard to code?
I guess most players will go into rage mode whenever they're "attacked" by FL if this is implemented :p
Yeah, that's right. Each item will have a rarity factor associated with it (based on how useful it is) and the current place you're in (first, second, etc) will have an affect on how likely you are to receive items of a certain rarity (this comes from the school of Mario Kart). Since "Special" items are not really advantageous (the player using one has a slight advantage because they know it's coming, but that's pretty much it) but rather for fun, they will have no rarities associated with them but they will be more uncommon to find than items from the other two groups.
I decided to group the Easy mod as an attack mostly based on the fact that it halves your score. On certain songs, it will definitely help players gain points though (especially since it reduces HP Drain, which will help your multiplier, and therefore give you more points) though the half score aspect is still enough to be considered an attack in most situations. If the multiplier is too lenient with Easy mod, it might be best to completely remove that for this version of the mod, since it is supposed to be an attack.
As someone with programming knowledge myself, I can say at the very least that implementing this would be much easier than creating a fresh new game mode. All the mods are already functional in the game. A few unique items would need to be added, but a lot of them are already based on existing mods.
Also, if a player being attacked by an item has a particular item themselves (say a player is being attacked with the FL item, but they have the Auto item), then the FL item actually helps them if they use their Auto item after being attacked. I wanted to leave the score modifiers on mods for that reason, so that a good player (or a lucky player) can actually use it to their advantage to gain extra points. The difficulty of the mods far outweigh the score benefits though (except Hidden, arguably, depending on the map).