Topic: [IDEA] Damage Match
This is a game mode proposal that I've given quite a bit of thought to a while ago, but in the end decided it probably wouldn't be seen as different enough from regular Deathmatch to warrant implementing officially, or simple enough to get anyone to stop playing Instagib 24/7, so I didn't even bother asking to see if anyone was interested. I'm doing so now because my faith in the community has improved quite a bit with the release of 0.5.0, mainly its demo recording features and how it tries to push modifications to the sidelines a little.
The basis of Damage Match are some of the [admittedly slight] grudges I have with how certain very effective strategies in DM/1v1 games dominate over all other approaches to battle, resulting in many of the top players, whom I otherwise have a lot of respect for, ending up playing in pretty much the same way. Where I come from [Worms Armageddon], getting their ass handed to them by an experienced player is a source of inspiration for newer players. In Teeworlds, I fear a lot of the time it's just frustrating and results in newbies quitting and going back to playing with lesser players. DMG tries to change that not by modifying the core gameplay, but by awarding points a little differently, taking away some reasons for playing defensively and tweaking some details so that craziness in battle isn't punished as harshly as it is now. Optimally, this would result in a more relaxed alternative game mode that's fun for both experienced players with a sense of style and less experienced ones watching and learning from them.
How?
1) Players spawn with all weapons available on the map, fully loaded, but not with infinite ammo.
2) Amount of damage done to enemy tees is what counts, not the amount of kills.
3) Infinite health, meaning you only spawn onto a map once per round.
4) No self damage or negative points for it.
Why?
1) To prevent newly spawned players on a server from starting with too much of a disadvantage, like they do in regular DM after each death. This way they actually stand a chance of fighting their way to strategic weapon spawn points where they can replenish their supply of ammunition.
2) It promotes a different, more aggressive way of playing the game instead of always running away when your health drops below 6 hearts.
3) Same reason as 2). Also does away with stealing kills.
4) Makes grenade jumping a plausible transport alternative, even in games where you aren't infinitely better than everyone else.
Why not?
Like I mentioned up there, the game type could end up not actually feeling different enough and would therefor stand no chance of being implemented officially alongside DM. This leaves the possibility of someone making a modification of it, but seeing as I'm against mods in principle, the irony might kill me. D: