What about an Escape the Village (a.k.a Left & Dead or Call & Duty medieval c-RPG):
Even funnier if players don't spawn at the same point. :twisted:
What about an Escape the Village (a.k.a Left & Dead or Call & Duty medieval c-RPG):
After spawning, players have to cross the map to reach the exit/checkpoint/flag. Random bots would spawn at random places (to avoid camping techniques) continuously.
The multiplier for the next round would depend on how many players survive.
Players would choose tactics between rushing (at the risk of being vulnerable to archers and cavalry) or progressing more slowly in an organized/turtle defense (staying longer on the map).
As long as onesurvivorplayer is alive (even though a part of the team has reached the exit), the round is not over. Will they move back to help him? Or let him on his own, risking to lose a teammate and thus a mutiplier?
Better with big maps/cities/fortress/mazes/hills everything that makes progression difficult.
Even funnier if players don't spawn at the same point. :twisted:
What about an Escape the Village (a.k.a Left & Dead or Call & Duty medieval c-RPG):
After spawning, players have to cross the map to reach the exit/checkpoint/flag. Random bots would spawn at random places (to avoid camping techniques) continuously.
The multiplier for the next round would depend on how many players survive.
Players would choose tactics between rushing (at the risk of being vulnerable to archers and cavalry) or progressing more slowly in an organized/turtle defense (staying longer on the map).
As long as onesurvivorplayer is alive (even though a part of the team has reached the exit), the round is not over. Will they move back to help him? Or let him on his own, risking to lose a teammate and thus a mutiplier?
Better with big maps/cities/fortress/mazes/hills everything that makes progression difficult.
Even funnier if players don't spawn at the same point. :twisted:
What about an Escape the Village (a.k.a Left & Dead or Call & Duty medieval c-RPG):Nice indeed, but I'd rather see Strategus first, to be honest.
After spawning, players have to cross the map to reach the exit/checkpoint/flag. Random bots would spawn at random places (to avoid camping techniques) continuously.
The multiplier for the next round would depend on how many players survive.
Players would choose tactics between rushing (at the risk of being vulnerable to archers and cavalry) or progressing more slowly in an organized/turtle defense (staying longer on the map).
As long as onesurvivorplayer is alive (even though a part of the team has reached the exit), the round is not over. Will they move back to help him? Or let him on his own, risking to lose a teammate and thus a mutiplier?
Better with big maps/cities/fortress/mazes/hills everything that makes progression difficult.
Even funnier if players don't spawn at the same point. :twisted:
What about an Escape the Village (a.k.a Left & Dead or Call & Duty medieval c-RPG):I freaking love this idea!
After spawning, players have to cross the map to reach the exit/checkpoint/flag. Random bots would spawn at random places (to avoid camping techniques) continuously.
The multiplier for the next round would depend on how many players survive.
Players would choose tactics between rushing (at the risk of being vulnerable to archers and cavalry) or progressing more slowly in an organized/turtle defense (staying longer on the map).
As long as onesurvivorplayer is alive (even though a part of the team has reached the exit), the round is not over. Will they move back to help him? Or let him on his own, risking to lose a teammate and thus a mutiplier?
Better with big maps/cities/fortress/mazes/hills everything that makes progression difficult.
Even funnier if players don't spawn at the same point. :twisted:
Farm the crops
Each team must set out into a huge field of cabbages, a timer begins, at the end of the timer the team who collected the most cabbages wins.