The whole Vaporizer sausagefest was made more in mind with casual players who have nothing important to do and want something cheap and entertaining to satisfy their boredom, which is why there are no crown returns. There are no non-cosmetic rewards for it yet to make it less of a weapon grab and more of an afterschool special kind of deal; just something to do for your own amusement. If I were to add actual rewards it would involve some of the other stuff in this thread as listed in the index.
Winners get two tokens per win (applies to all team members, rounds may not be joined while in progress and leaving will not grant any tokens) and losers only get one. The main reason there are no other rewards for this yet aside from being preoccupied with other shenanigans is to make a minigame for the sake of a minigame instead of an alternative playstyle for people to obsess over. Out of energy but still want to derp around? Grab some mist bombs and herp up some people.
Draws go into sudden death where everyone gets a 2* Blast. I suddenly realized I forgot to mention everyone has three bars of health and absolutely no normal damage even with upgrades. Sudden death has no time limit and ends when all members of either team are defeated and/or leave.
Hard to say. Maybe a limit on how many friendly clouds can overlap before forcing each other to dissipate of three, attempting which completely dissipates the excessive overlapping clouds. Then again, what stops people from spawn camping in Lockdown with Vaporizers, Pulsars, and Flourish spamming?
Do people do that in Blast Network? Other than me.
I want to say yes, but at the same time more wants to say no; not because I have anything against underdogs, but since everyone starts with the same loadout aside from whatever status their bomb inflicts it would come down to skill over preexisting qualities. If dying all the time were rewarded the game would be broken by people just running in and spamming until they die then get rewarded for it. The idea is to force you to work with your team or suffer trying to go solo, preferably by grouping certain statuses together (fire + poison, shock + stun, etc.) for effect combinations rather than relying on spamming damage everywhere.
Does it really say 50%? That should be 20%. Derp, shows how well I pay attention.
The map is just the map; no traps or anything. All damage and statuses come from players. The lack of shields means no shield bumping people into mist clouds though that would be clever.
I still question why the Strangers let Krogmo in town. Maybe there could be a second minigame system, Stranger Stadium or something, where derp minigames like mine can be dumped in. Krogmo minigames tend to be more competitive while this relies more on planning ahead with what you invest your kill points in rather than just derping around and stuffing upgrades in your nostrils. Snort snort.
I want to, I hope to, and I plan to. There is a bomber shield linked in the index in this thread and I plan to work on a bombing helmet or two, maybe even a torso to match.
A lot of people have accumulated a lot of Krogmo tokens. Bring in a minigame which comes with a new system of rewards, those people benefit in new content without even having to play the new content; even if it is just silly cosmetics only usable for the minigame, but if new equipment were involved it would be awful. If a new minigame comes in as part of Krogmo, keep it to the Krogmo reward system.
Going to add player health, upgrades to health, and especially movement speed not going up to +50% no matter how blind I am. My eyes have been pretty dry today. Also changing the minigame upgrade system so the two kill upgrades are moved up to three and three kill upgrades move up to five.
However, where is the incentive? Krogmo has incentive, Clockworks has its smaller incentive, Missions have their incentives, this -mini-game- gives in-game cosmetics...
Not only that, but there seems to be no devised system of crowns return, which is implemented in other games (I assume this will be quickly rebutted).
What do the losers get from participation? What do the winners win that applies to outside of the mini-game?
What happens when there is a draw?
How does one attack when a team just sits around a corner and goes cluckster crazy high on haze? Are there going to be throwable respawning pots?
How is can the opposing team comeback if one of their players feeds the enemy team? Will that player get punished?
How will the losing team have the ability to comeback? Will there be mercy upgrade tokens to the loser? Will every five deaths give an upgrade token or something?
How is 50% movement speed going to get balanced? How will letting people crawl faster than a shocked quicksilver be balanced? Are there going to be poison and stun traps to make this easier?
How will this mini-game fit into Haven? Where is it going to be?
Perhaps make the incentive new bomber equipment/shields/etc.
If not, then it should have no in-game cosmetics that makes a whole bunch of problems for SK: new tokens, new token machine, another arcade spot filled (or some other place), new sponsor of the game, some back-story, and so forth.
If there is going to be a new pvp mini-game, it should follow the existing system as to not complicate the system.
EDIT: cool I stole 6th page