1 (edited by raph 2008-02-13 02:09:51)

Topic: raph's TCA

Teewars Clan Arena (TCA)

- Gameplay proceeds in round form
- Two teams participate, a Red and Blue team
- Teams can have 1 or more players each
- Rounds end when every player on one team is fragged
- Players score individual points based on how many frags they score
- Teams score based on how many rounds they win
- Play ends when one team reaches a pre-determined score

Classes
Scout
- Pistol
- Hammer
- Hook
- Faster than other classes
- No armour

Camper
- Sniper
- Hammer
- Slow
- No hook
- Low health
- No armour

Heavy
- Nade launcher
- Shotty
- Full health and armour
- No hook
- Really slow

Soldier
- Shotty
- Pistol
- Hook
- Average speed
- Half health
- Half armour

2 (edited by munyul 2008-02-13 18:51:45)

Re: raph's TCA

I'm not sure that classes would be a good idea in Teewars... But if you really wanted classes then I'd recommend just the two, Offensive & Defensive.

Offensive:
- Hammer, Pistol, Rockets & Sniper (laser)
- No armor

Defensive:
- Hammer, Pistol, Shotgun.
- Full Armor

The rule of thumb - KISS (Keep It Simple Stupid).

ps. Both classes would have hook!

3

Re: raph's TCA

how will a tee move without hook?
and is a tee without a hook and hammer a tee?

4

Re: raph's TCA

jeppo: You know, double jumping works pretty well. In most places you don´t strictly need the hook, it just helps.

That said, I don´t think classes is a good idea.

5

Re: raph's TCA

I don't like a class system.

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

6

Re: raph's TCA

but without the hook teewars is very very slowly...

7

Re: raph's TCA

hence the speed mods for each class. Id also give the defensive tee the nade launcher, and the offensive tee the shotty pistol and hammer.