Nice memory skybax. Gosh, that thread is so similar to this one. Raptor even mentioned relics in his post.
raptor wrote:Strength - double damage
Defense - take half damage
Speed - twice as fast
Regeneration - heal 10 health every few seconds
Redemption - teleport safely nearby when health hits 0 instead of dying
Vengeance - kill everyone nearby upon death
I think raptor nailed it. sam had some ambitious ideas but I think the items on raptor's list are good because they're (a) very basic (keep things simple) and consistent in nature (not wildly different). Six is also a great number IMO for amount of relics.
I'm actually really excited about this idea. Relics pop up around a map, but disappear after a few seconds and change location to give them rarity value. You see a relic, you weigh the pros and cons of ignoring it or going for it, then make a choice. Fighting may ensue. When obtained, relics give players these slight enhancements for a short amount of time.
There's a lot to still consider:
- What kind of tech could ensure relics would randomly appear around a map without getting stuck on walls, etc?
- Would players equipped with relics appear different from players without relics?
- Could relics be stolen (while in a player's possession) or destroyed (while not in a player's possession, idea being to prevent a player nearby from grabbing it)?
- Would a player pick up a relic just by flying over it, or would they have to remain on it for a few seconds?
- Would all relics look the same to ensure randomness or look different to help players choose whether to ignore/grab?
Ideally, I think the rate in which relics are deployed should be very limited (perhaps controlled by the server owner) to ensure gameplay remains concentrated on the preset objectives. If the idea of relics embedded in regular gameplay becomes too overwhelming, one alternative idea might be to create a separate game mode entirely -- think a Bitmatch spin-off, where relics are the main focus, and players battle each other while hopped up on various effects.