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Alternate Modes? (i.e >1 seeker groups, >1 hider group) #28

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rdg922 opened this issue Feb 10, 2025 · 2 comments
Open

Alternate Modes? (i.e >1 seeker groups, >1 hider group) #28

rdg922 opened this issue Feb 10, 2025 · 2 comments
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discussion finalize some idea, non-ui/ux/game design related game design discuss how games should work. NOT implementation related. Ex: default values for balancing?

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@rdg922
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rdg922 commented Feb 10, 2025

Currently in Jetlag they, play typically one team of seekers, but if I personally would like it if it was possible to have different teams of seekers so that when group sizes get larger its not a group of 7 people finding 1 group of hiders. Some questions that I'm opening up to discussion are:

  • Are we allowing multiple hiders at once? What would the objective be at that point?
  • If we have different groups of seekers, is there a time bonus? How do the seekers interact

Let me know what you're thinking here, and then we can probably section off this into as many more issues as we need per mode. I just want to know what y'all want.

@rdg922 rdg922 added discussion finalize some idea, non-ui/ux/game design related game design discuss how games should work. NOT implementation related. Ex: default values for balancing? labels Feb 10, 2025
@dyland88
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Personally, I think that it should be kept to just one hider because if there were multiple, it would kind of split the game into two separate parts since it's enough work figuring out one person.

Multiple seeker teams is pretty interesting actually. You could potentially give them a time bonus for finding the hider first. I think it could be worth looking into a bit later since it's a bit of an extra feature on top of the game. I'd like to hear what everyone else thinks too.

@rdg922
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rdg922 commented Feb 10, 2025

I agree, multiple seeker teams is much more interesting than multiple hiders. Also yeah this would be something to build later but I figured I'd post this issue so I don't forget about it later

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discussion finalize some idea, non-ui/ux/game design related game design discuss how games should work. NOT implementation related. Ex: default values for balancing?
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