This is a suggestion for a new game mode for Glide called Ram Attack. It is PvP based and it requires exclusive arenas to play. The goal is to kill other players without dying yourself. The arenas would be designed in an arena style rather than a linear journey, with boosts and thermals to keep the players in the air. Players would not spawn in the same area, but would be distributed around the arena. If a player dies, they instantly respawn in a temporary safe area (e.g. a tunnel with a yellow boost pointing to the main arena)
You have a score system like in Score Attack, but here, the points come from kills and rings (both discussed later). Aura-kills earn 2 points, ramming earns 3 points, and TNT kills earn 5 points. If a player dies while you gave them blindness/nausea, you earn 1 point.
5 seconds after the players are released, everyone will get a rechargeable snowball. It has a cooldown 1.25 seconds. It does not do damage, it only halves the momentum of the player it hits and deals minor knockback.
Rings of different sizes would be scattered around the map, but they will all be gray at the beginning (Ring Symbol: Barrier). Some rings may even shift around, rotate, and change size! One ring would activate every 3-5 seconds, with each color giving a different effect. The ring reverts to grey if its power is collected, and requires 5 seconds to gain back the ability to recharge. If you fly through a ring with the color x, all color x rings will turn white to you only,and will stay white 5 seconds after their power has been used. E.g. if green rings are whitened out, they will only come back 5 seconds after using all of your TNT. White rings are unusable until they revert back to their original color.
Some rings give you items. You will gain a slot for each different item you have.
The different colors are shown below, along with their ring symbol and chance to spawn:
Red (Symbol: Heart)[30%]: This ring will regenerate health. Small: Two hearts. Medium: One heart. Big: N/A (Big rings won't generate this color.)
Light Blue (Symbol: Nether Star)[25%]: This ring will give you a nether star. When used, it will cast a blue 5^3 aura around you that damages other players by one heart per second inside the aura. You cannot be damaged while having the aura on. Small: Aura lasts 5 seconds. Medium: Aura lasts 3.5 seconds. Big: Aura lasts 2.5 seconds.
Yellow (Symbol: Blaze Powder)[20%]: This ring will make you leave a trail of fire particles behind you (about 1 particle will generate behind you for every m/s you are going). Anyone who goes into the fire will die in flames. Small: Effect lasts 7 seconds, particles last 4.5 seconds. Medium: Effect lasts 5.5 seconds, particles last 3.75 seconds. Big: Effect lasts 4 seconds, particles last 3 seconds.
Green (Symbol: Gunpowder)[15%]: This ring will give you TNT. Using it will make it drop straight down behind you. It falls slower, at a terminal velocity of 5 m/s. It explodes under different circumstances than usual. It explodes 3 seconds after hitting the ground. If any other player flies within the 5^3 area surrounding the TNT, it will explode and kill the player instantly. Small: 3 TNT with 5-second cooldown. Medium: 2 TNT with 3-second cooldown. Big: 1 TNT with 1-second cooldown.
Black (Symbol: Eye of Ender)[10%] This ring will visually impair nearby players. Small: Blindness for 2.5 seconds and Nausea for 3.5 seconds to the 2 closest players. Medium: Nausea for 4 seconds to the closest player. Big: N/A
There is another way to gain kills too: ramming. You can ram into other players to do damage, but you must be going faster or you will take the damage instead. Going 0.01-10 m/s faster will deal 2 damage (1 heart), going 10.01-20 m/s faster will deal 4 damage, and going faster than 20 m/s will instakill. After a player is rammed, they get a 2-second cooldown before they can be rammed into again.
After two minutes, showdown begins. Once you die, there's no going back and you're out for the round. First, you get 5 full hearts of health. Then, snowballs become fire charges- they act like snowballs, except they instakill players. Big rings shrink into medium rings, and the only color is red (health boost). The white ring cooldown effect will also be disabled. Why? Everyone has the wither effect (just without knockback)- it's now do or die.
Please leave comments/criticism below. This took a little while to conceptualize/make, so I hope it was worth your time. Thanks for reading!
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
This is a suggestion for a new game mode for Glide called Ram Attack. It is PvP based and it requires exclusive arenas to play. The goal is to kill other players without dying yourself. The arenas would be designed in an arena style rather than a linear journey, with boosts and thermals to keep the players in the air. Players would not spawn in the same area, but would be distributed around the arena. If a player dies, they instantly respawn in a temporary safe area (e.g. a tunnel with a yellow boost pointing to the main arena)
You have a score system like in Score Attack, but here, the points come from kills and rings (both discussed later). Aura-kills earn 2 points, ramming earns 3 points, and TNT kills earn 5 points. If a player dies while you gave them blindness/nausea, you earn 1 point.
5 seconds after the players are released, everyone will get a rechargeable snowball. It has a cooldown 1.25 seconds. It does not do damage, it only halves the momentum of the player it hits and deals minor knockback.
Rings of different sizes would be scattered around the map, but they will all be gray at the beginning (Ring Symbol: Barrier). Some rings may even shift around, rotate, and change size! One ring would activate every 3-5 seconds, with each color giving a different effect. The ring reverts to grey if its power is collected, and requires 5 seconds to gain back the ability to recharge. If you fly through a ring with the color x, all color x rings will turn white to you only, and will stay white 5 seconds after their power has been used. E.g. if green rings are whitened out, they will only come back 5 seconds after using all of your TNT. White rings are unusable until they revert back to their original color.
Some rings give you items. You will gain a slot for each different item you have.
The different colors are shown below, along with their ring symbol and chance to spawn:
Red (Symbol: Heart)[30%]: This ring will regenerate health. Small: Two hearts. Medium: One heart. Big: N/A (Big rings won't generate this color.)
Light Blue (Symbol: Nether Star)[25%]: This ring will give you a nether star. When used, it will cast a blue 5^3 aura around you that damages other players by one heart per second inside the aura. You cannot be damaged while having the aura on. Small: Aura lasts 5 seconds. Medium: Aura lasts 3.5 seconds. Big: Aura lasts 2.5 seconds.
Yellow (Symbol: Blaze Powder)[20%]: This ring will make you leave a trail of fire particles behind you (about 1 particle will generate behind you for every m/s you are going). Anyone who goes into the fire will die in flames. Small: Effect lasts 7 seconds, particles last 4.5 seconds. Medium: Effect lasts 5.5 seconds, particles last 3.75 seconds. Big: Effect lasts 4 seconds, particles last 3 seconds.
Green (Symbol: Gunpowder)[15%]: This ring will give you TNT. Using it will make it drop straight down behind you. It falls slower, at a terminal velocity of 5 m/s. It explodes under different circumstances than usual. It explodes 3 seconds after hitting the ground. If any other player flies within the 5^3 area surrounding the TNT, it will explode and kill the player instantly. Small: 3 TNT with 5-second cooldown. Medium: 2 TNT with 3-second cooldown. Big: 1 TNT with 1-second cooldown.
Black (Symbol: Eye of Ender)[10%] This ring will visually impair nearby players. Small: Blindness for 2.5 seconds and Nausea for 3.5 seconds to the 2 closest players. Medium: Nausea for 4 seconds to the closest player. Big: N/A
There is another way to gain kills too: ramming. You can ram into other players to do damage, but you must be going faster or you will take the damage instead. Going 0.01-10 m/s faster will deal 2 damage (1 heart), going 10.01-20 m/s faster will deal 4 damage, and going faster than 20 m/s will instakill. After a player is rammed, they get a 2-second cooldown before they can be rammed into again.
After two minutes, showdown begins. Once you die, there's no going back and you're out for the round. First, you get 5 full hearts of health. Then, snowballs become fire charges- they act like snowballs, except they instakill players. Big rings shrink into medium rings, and the only color is red (health boost). The white ring cooldown effect will also be disabled. Why? Everyone has the wither effect (just without knockback)- it's now do or die.
Here are some possible medals for this mode:
Health Nut (Three red hearts): Fly through many red rings (excluding showdown).
Safe Space (Steve head inside block of light blue stained glass): Use many nether stars.
Trailblazer (Blaze with Alex's head): Fly through many yellow rings.
Bombed It In A Good Way (TNT): Use a lot of TNT.
Blinding Glory (Alex with white angel wings): Fly through many black rings.
Hardhat (Steve with construction hat): Ram many players.
Softie (Steve with bandages): Get rammed many times.
Baller (Fire charge behind snowball): Use many snowballs/fire charges.
Extinguisher (Steve with firefighter helmet): Kill a player who is using the fire trail effect either by ramming or by snowball.
Blinding Rage (Steve with red horns): Ram a player while having an in-game visual impairment.
Kosmemophobe (Rainbow colored ring behind barrier): Collect few rings.
Ringleader (Rainbow colored ring): Collect many, many rings.
Victim (Steve crying): Die many times due to other's actions (e.g. being rammed, blinded, aura-killed, bombed).
High Life (Steve wearing gold glasses): Stay high up a lot of the time.
It's Like I Made This Game (Developer Steve head): Collect many rings and get many kills.
Console Battle is two games rolled into one: gambling (whether or not you get one of the OP weapons) and betting (which teammate won't turn on you, since teaming is pretty much a requirement to kill off another team)! Of course, it's not all chance; at its core, Battle is about triumphing and defeating other players... by kicking them out if they win to make yourself feel better.
Some
not sucky suggestion threads I made: Console Minigame: Ram Attack! - New Arrows!(quality)I don't think this will happen. Battle has 2 modes, tumble has 2 modes and I don't know why glide would have 3.
-by me, duh!
Everything is very difficult to say before, it will still have probabilities
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There are many mini games!!!
why glide would have 3.
việc làm quảng ngãi, việc làm tại quảng ngãi.
Love the idea!
Everything is very difficult to say before, it will still have probabilities
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