sounds ok on the face of it as a test, and traps could be left out - although i'm not sure that adding traps is more development than all the other stuff.
well i said "(maybe)" because adding an element at the same level of a hunter (trap is at the same level of hunter as game object, but have transaction that must be handled to trigger him etc..) is something that i can't value in development effort, I don't know if this makes difference in therm of gamestate generation and storing, while just adding attributes to the hunter object (skill/cooldowns are actually just bounch or properties) is trivial.
Of course the game logic must be implemented but it's not that hard, the logic per se is simple
it does seem like a lot of work for both testnet, qt client, mithrilman client and unity client for in 1 go?
based on what i said above not that much, at least if you leave trap out, with trap in, i don't know
But you don't have to change all that, just change how daemon/qt works (same codebase, don't change the qt GUI at this stage) and let me change the GUI on my client and use it (for free of course) to test things on testnet, then, once we have figured all out and tweaked the parameters, you can then change unity client and qt gui (eventually)
are you not able to create a sandbox test using your client and some simple server? this would be the best sort of testing environment which would require less work on our dev as you'd still need to modify your client anyway?
If I ever start building my server component, then i'll fork at all the client creating a standalone game (something i was already thinking tbh) out of blockchain.
That isn't an easy thing i should wrap out all the RPC interface implementing a centralized one, it is actually lot of work
where does the coins go when you "eventually" kill someone if there is no life steal? p.s. i think that's the best part of the game added so far btw..
maybe i didn't explain me well, the coins actually are transferred but in a whole.
Let me do an example: actually if you kill someone that have 200huc, you now have 400, then you kill another and you have 600, you can then wander around as a fat hunter, hard to be killed, because if someone hit you before you you'll hit him the block after taking back your 200, etc... and the game could last forever or until the "little" one die (or disaster strike)
What i changed is just that, once you are out of ammo and you die, your current value is transfered... so actually it's not the life what you transfer, but the value...
When you don't have armor, you are exposed completly and so you lose it all.
We can leave lifesteal as it is now if you think that's a problem, so when you don't have armor you start losing 50 huc per hit, but i'm not sure if this doesn't create uber hunters and having the chance to lose/earn most lot of coins wasn't something you wanted? so if someone is greedy and don't want to recycle himself, i think it's right to risk (and you'll prevent even having lot of hunters on the map because players would be incentivated to recycle after a fight and not stand in the map waiting for others)
how will you prevent 1 hunter being dominated by multiple hunters? as in the past - e.g. dominators blocking an area and being unable to get past as they have too many hunters and no to little risk for doing so..
your stats, your skills and the FFA. lot of hunter in little space hit themself, so that's something to consider during a fight. I don't think that should exist a "rambo hunter" that can walk through 20 enemies without being harmed like now.
Previously the problem was just about the barrage, but with random spawn and random bank this isn't a problem anymore (and would even be difficult to group up a team of hunters)
what happens when 2 people destruct at the same time? lose ammo, armour, nothing?
I think this is a border line case. to speedup fights i'd say both lose ammo and armour, could even be a tactic (a hunter can force the other to waste ammo/armors)
And even the "evasion" skill i said above is a (limited but effective) way to run out of trouble
UPDATE
If both get killed at the same time, their coins are dropped (so it would even be a way to compete for other hunters and that coins could be considered like mined one, so with carry capacity that affect how much a hunter can collect)
This is the core: you have to chose between being powerful but suffering from limited survivability or being more tanky but less effective on attack
this gives the chance for people for sure to team up, everyone with a role (the tank, the assasin, etc...) and if we implement the trap, it could be a way to wipe out a group of approaching enemy too! (this is why i said i liked trap too)