Actually, I don't like torch's idea, sorry This makes it non-instagib, and I certainly wouldn't play it. But our clan is currently brainstorming some ideas on what Somerunce can do with instagib. So far we have this:
0. You start with 10 hp.
1. Hook-kill: when you catch a player with a hook, after some time you kill them. Let's say after the time the hook lets go of a player.
2. Laserjumps as an optional feature: It's not a server setting anymore. You spawn with a default laser, but you can pick up a grenade launcher. And after picking it up, an explosion adds to your shots. Also, the radius of the explosion is bigger, so you can kill with explosions, with a given force. A direct shot kills instantly, an explosion deals damage dependent on how close you are to it. When this option is on, the laser bounce is off.
3. A "lightning gun" from Q3, or a "link gun" from UT2kX. After picking up a second laser, your laser becomes a link gun, firing with a single, stable beam. It deals 10 damage every half a second of direct exposure to the beam. If it's not codeable, there's always an option of cutting the shot interval so that it looked like a single beam. Another option is: when picking up the second laser the akimbo option can be turned on (see point 6), and when picking the third laser, you have a lightning/link gun.
4. Hitting a player with a hook (not holding them) pushes them away from you. It can help in giving speed to your teammates.
5. You can grab a flag with a hook.
6. Akimbo lasers: Under a given condition, or by using a bind command (e.g. /akimbo), your hook turns into the other laser, as if you had two. You can't use the hook while using akimbo lasers.
The purpose here is to put more ephasis on the hook usage which is very important in instagib. It also adds some new options for a laser to require more skill. It's funnier to watch and funnier to play, because you finally have some veriety. Of course, the default one-shot-one-kill laser has to stay!
Another idea concerns the respawn time.
It's about spawn rounds like in Enemy Territory, team respawns are every 10 seconds. This way selfkill could be reinserted. This way if you have good attackers and they get killed, the defenders are obliged to go for the flag. It gives some more action in the center of the map and also provides necessary suspense. Makes defending the flag a bit more difficult. And yeah, the counting of the respawns goes on and on, waiting for more dead players, and then they respawn all together. It still needs some work, because instagib can't lose this fast-paced, dynamic spirit.
~{MonkeyStyle}~ - Instagib Teeworlds ClanVISIT US: http://www.monkeystyle.tkCheck out our IRC channel: #monkeystyle on QuakeNet || Also check out the TeeWiki: http://teewiki.info