2009-05-11, 15:44:25
Keep in mind it could make cps even harder to take for a defending team and for a comeback to happen - rich attacking team nulls closest 3 cps.
Very nice idea, many ways to implement.
Balancing
- limit to one per player
- cant be placed directly around cp's
- when deployed, it starts off with a small range (e.g. 600) but that grows over time. Anyone who jumps into the field will knock back the range predefined amount or based on how far the tp'ing tank was.
- can be hit by tanks but has high evasion
- when detected by enemy, it shows the range of the null field (if variable)
- range of field is based on hp of the generator
- allow it to grow very large, when undisturbed for a long time, to scale better in late game
:D
Very nice idea, many ways to implement.
Balancing
- limit to one per player
- cant be placed directly around cp's
- when deployed, it starts off with a small range (e.g. 600) but that grows over time. Anyone who jumps into the field will knock back the range predefined amount or based on how far the tp'ing tank was.
- can be hit by tanks but has high evasion
- when detected by enemy, it shows the range of the null field (if variable)
- range of field is based on hp of the generator
- allow it to grow very large, when undisturbed for a long time, to scale better in late game
:D
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