OK, got two minigame issues I'd like your thoughts on. One is hardly significant but the other definitely needs addressed. 1. I created an action sack game called Tunnelball which is a lot of fun to play. I'm still tweaking things though. The one thing I can't do that I would love to is add a soft kill in front of each goal to prevent people from playing permanent goalie. I can't do it because the ball disappears when it hits the kill volume. Can you think of any kind of solution? The only thing that occurs to me is to put a one-way shield to physically prevent people from getting too close to the goal, but that seems like overkill. Also the goal is sitting at the end of an elevation/ramp - I thought of putting a one-way shield on the surface of the ramp, orange side up, so anyone standing there would kinda bounce around and off of it. That might be kind of annoying and not very effective though. 2. edit - You can ignore this. I had an idea to try using speed flag for this, which I think is going to resolve most of my issues. My Grand Theft Mongoose game has hit a snag. I should have thought of this, but it only took one play test to bring it out. The idea of the game was supposed to be that two members of red team drive a "hot" mongoose from one end of Forge World to the other, and score by sitting their vehicle (which is tagged as a stockpile goal) on top of the map's only stockpile flag. This basically works. But if the other team manages to kill these guys or just knock them off their mongoose, they can steal the thing and the entire rest of the round, red team just has to chase it down (or give up on scoring that round). On top of that, I used custom power-ups to give the red drivers increased damage resistance and a waypoint over their heads. Works fine initially. But I have to have the power-ups respawn at some point in case red team needs to reset and make another run, and then anybody from red team can pick the things up. This makes the game confusing (waypoints in the wrong place, bright gold guys not on mongooses), and also means that the guys who do end up on the mongoose when it respawns aren't protected from damage and will probably die. I'm not sure how to approach either of these problems. I'm thinking I might need to overhaul the entire point of the game. Maybe it should be entirely vehicular, or kinda similar to rocket race/rocket hog race. I like the map but the gametype isn't nearly as fun as I had hoped, as it stands right now. Is there a shared copy of rocket hog race out there somewhere that I can download to play with? And can it be changed to have that same spawn system for other vehicles?
A possible solution to 1 - teleporters. They could seem very sloppy but if done correctly then you could make it so that a line marks the teleporter line and if the guys pass it they get potted far into the middle