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#ActualCommanderZorvox

Posted 18 September 2012 - 07:35 PM

I had an idea while studying yours though.
What if the cats who can currently see the mouse got points, increasing every consecutive second (up to a cap, to make it not too profitable to plainly follow the mouse), while the other ones would rack up MP, based on how far they are and to help them catch up? When the bar is full, they would get an item (like you said).
Obviously, when no cat sees the mouse, no points nor MP are awarded).
The cats would have to choose between chasing the mouse head on, or waiting and striking at the right moment.
The AI controlled cats (when there's less than 3 cat players) would obviously follow the mouse blindly (to put pressure on the player)

Meanwhile, the mouse could receive MP for every second it is hidden, and when its meter is full, an additionnal power pellet could appear for him to use.
Do you guys think that's a good idea?


Edit: (oops, I really misinterpreted what you said ^_^)

So, what if you rewarded cats for being closer to the mouse, but didn’t reward them at all when the mouse was in their sights? You could give them a little detector that tells him if he’s “Cold”, “Luke”, “Warm” or “HOT”. The closer you get to mouse; the quicker you gain MP. That way, your giving cats a boost when they struggle to close distances on the mouse, without giving them an advantage when they shouldn’t have/need it.

#2CommanderZorvox

Posted 18 September 2012 - 07:15 PM

I had an idea while studying yours though.
What if the cats who can currently see the mouse got points, increasing every consecutive second (up to a cap, to make it not too profitable to plainly follow the mouse), while the other ones would rack up MP, based on how far they are and to help them catch up? When the bar is full, they would get an item (like you said).
Obviously, when no cat sees the mouse, no points nor MP are awarded).
The cats would have to choose between chasing the mouse head on, or waiting and striking at the right moment.
The AI controlled cats (when there's less than 3 cat players) would obviously follow the mouse blindly (to put pressure on the player)

Meanwhile, the mouse could receive MP for every second it is hidden, and when its meter is full, an additionnal power pellet could appear for him to use.
Do you guys think that's a good idea?


Ah, that is a good point…but now that I’m thinking in more detail about how players earn “MP”, it seems like it might be unfair to reward the mouse for avoiding cats (it’s goal to begin with), while rewarding the cat for avoiding it’s goal.

What if, instead of rewarding the cat only when he’s right on the mouse’s tail (pun intendedPosted Image?), you rewarded the cat based on how close he is to the mouse in general…Like; you’d give him a little detector that tells him if he’s “Cold”, “Luke”, “Warm” or “HOT”. The closer you get to mouse; the quicker your MP increases. Maybe you don’t reward him at all when the mouse is in his sights. That way, your giving cats a boost when they struggle to close distances on the mouse, without rewarding them for blatantly avoiding it, nor giving them an advantage when they shouldn’t have/need it. Of course, this feature would alter the gameplay a bit, as the cats would have a better idea of where the mouse is at all times.

#1CommanderZorvox

Posted 18 September 2012 - 07:06 PM

I had an idea while studying yours though.
What if the cats who can currently see the mouse got points, increasing every consecutive second (up to a cap, to make it not too profitable to plainly follow the mouse), while the other ones would rack up MP, based on how far they are and to help them catch up? When the bar is full, they would get an item (like you said).
Obviously, when no cat sees the mouse, no points nor MP are awarded).
The cats would have to choose between chasing the mouse head on, or waiting and striking at the right moment.
The AI controlled cats (when there's less than 3 cat players) would obviously follow the mouse blindly (to put pressure on the player)

Meanwhile, the mouse could receive MP for every second it is hidden, and when its meter is full, an additionnal power pellet could appear for him to use.
Do you guys think that's a good idea?


Ah, that is a good point…but now that I’m thinking in more detail about how players earn “MP”, it seems like it might be unfair to reward the mouse for avoiding cats (it’s goal to begin with), while rewarding the cat for avoiding it’s goal.

What if, instead of rewarding the cat only when he’s right on the mouse’s tail (pun intendedPosted Image?), you rewarded the cat based on how close he is to the mouse in general…Like; you’d give him a little detector that tells him if he’s “Cold”, “Luke”, “Warm” or “HOT”. The closer you get to mouse; the quicker your MP increases. Maybe you don’t reward him at all when the mouse is in his sights. That way, your giving cats a boost when they struggle to close distances on the mouse, without rewarding them for blatantly avoiding it, nor giving them an advantage when they shouldn’t have/need it.

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