Minions
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Awesome New Minions Suggestions
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*cries*
Such a beautiful wonderful game has hardcoded towers? WHY OH WHY? |
2 months ago | |
Twas the way the graphics were made. =s |
2 months ago | |
+1 means i agree with that or me too |
2 months ago | |
i think most of the suggestions would be awsome new iterations |
2 months ago | |
I hate to criticise when you have such good ideas, but the tower leveling and healing zone ideas sound like they'd just make it even harder to come from behind. While I see potential in these ideas, instead of taking blind stabs at it until something sticks, I think this is a good opportunity to mention something I think we could all use to make our suggestions far more effective: One thing I think is interesting that the Valve team has done is they try to find opportunities to define goals to be met when trying to come up with a new feature. They have used this to direct the community in coming up with ideas for TF2, which I think really helped refine the ideas being offered. (You might not follow completely if you don't play TF2, but this is a good example of what I'm talking about: http://www.teamfortress.com/post.php?id=1670). I guess how this applies to Minions is you need to come up with what problem you are trying to solve with your ideas (lack of variety seems to be the case here), and you need to come up with constraints (such as balancing, maintaining the simple gameplay, supporting teamwork/not overpowering the individual). There could be a whole forum dedicated to discussing the concepts behind the game, if we really wanted to get into it, but I just figured I'd get this idea out there so people coming up with ideas can better figure out how to streamline the ideas. Maybe it is worth making threads where, instead of suggesting an idea, you pose a problem, and offer constraints you think are important, and then people discuss solutions from there. I know organization like that isn't always the most efficient, but it may be worth a try if only as an exercise in improving the community's brainstorming capabilities: It makes it a lot easier to find a gem among the rocks if you turn a lot of the rocks into gems. |
2 months ago | |
A good suggestion, thanks. |
2 months ago | |
Problem: Killing players really has little effect on the game, the best tactics usually involve going straight for towers and killing them regardless of how many deaths you rack up. (This is less true in end game situations, but for the first 10 levels it holds true) Solutions: XP team-based bonus' for kills (this ensures support characters don't end up like 20 levels behind everybody else).
Also wouldn't mind having the option of putting my skill points into an attribute based system instead of into skills (e.g +X dmg +X armour per skill point)
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2 months ago | |
Ah my games contradict yours chewyshoe, normally in my games the docs and stingers are a healthy 3 or more levels higher then everyone else, and maybe even 9 levels higher than the average cutter. Bashers and cutters are normally the lowest level since they die upon attacking pretty much. |
2 months ago | |
Suggestion: speed up all the vehicles 50-100% = faster gameplay |
2 months ago | |
But then getting out of traps is easier, especially when traps involve towers. It is a little tiny bit slow right now but that makes sneaky special.
I say the only problem minions has now is massive games arent available even as a super upgrade and there's only one map. A few map suggestions: -Open area around each base tower, tiny 2-player-width passageway between areas -Big open square with bases in the corners -Big maze with 2-player-width passages -1hp base option -A few more that are a little complicated and I can draw pictures if you want |
2 months ago | |
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