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I'm going with the second plan, kind of. New in-game rules will display this when first spawning (big and in the centre of the screen where it can't be missed):
The defending team:
- is on its LAST STAND
- cannot respawn
- starts with bonus health
- gets points from kills, with a bonus multiplier
The attacking team:
- has the defenders outnumbered
- can respawn
- does not score points
hopefully that's simple enough. The multiplier will increase by 1 every X seconds (tuning...), and for every kill. Will try to see what other maps I can find that work well with this other than NoMercy. Moor and Arena might make sense if I create special variants of them...
- every kill you get adds to your score multiplier. More kills = more points per kill ==> lasting longer and getting more kills will start a snowball effect where your round begins to count for more points
-- then, game is over either when:
--- second team the play defender exceeds the score limit
--- if the first team to play defender exceeds the score limit, give the second team one more chance to beat them
BUT, I might need some UI to have the score multiplier show on the screen so it's not even more confusing than the current situation, which is a little bit of work.
- Need to be pickier with the level choices. There aren't many that work well with this.
- Kills should be worth much more bonus time. I wouldn't want to make it purely kill-based though, there's a point where just surviving alone ought to be worth something . Maybe
- HUD markers should be smarter (i.e. work properly). Maybe always come up after a minute too?
- Defenders should have a buff, maybe bonus health
- Objective messaging needs to be more obvious and repeated in chat