Better yet why not use the same rule set in spawn area same as the people who are carrying the crown, they cant attack in spawn area period
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If the new guys (or all hunters) cant attack in spawn area then we would perhaps see campers on tiles adjacent to the spawn strip, and they could kill the new hunters when they (the new guys) start moving.
The life-steal system works in the way that only attackable hunters are eligible to get drained life (first all drained life goes to the gamefund and some hunters die, then it's distributed to some of the surviving attackable hunters)
Imho it's pretty well balanced as it is, the camper (or unlucky passer-by) dies but there is also no incentive to try killing hunters in that way. And the passer-by can defend normally against attacks of newly spawned hunters.
I was not involved in the action, not this time at least (but this behaviour explain something that happened to me in the past) but from what i saw, this case was about an "unlucky passenger" that had a new hunter popped in front of him and the passenger didn't triggered destruct, and the result was what i said, the blue passenger died, the (yellow?) new player survived but with no money
So ok, you now state that this is wanted, but I don't agree this should work this way, because this is causing confusion in players without adding any value to the game:
If the new player CAN attack, but can't get hit, why then let him destroy the enemy? I don't understand how that could prevent spawn camping if is just a matter of timing or how can this save some scenario that maybe i'm missing...
- If you are trying to protect the new hunter, how this could help, and anyway why not let take coins from the victim?
- If you are trying to protect from "spawn and attack", why let the new hunter kill the victim?
can you please elaborate how this is balanced in your view, if someone can lose (die) without having a chance to win?
this is unbalanced by definition. Ok he can defend, but this don't change the fact that he can just lose and not win (while the new hunter has nothing to lose except 1 huc for an attack)
So why not just get rid of destruct from spawn area? (this is a retoric question, this change requires an hard fork, but at least in next changes consider adding this kind of moves validations)
And then a note about all this kind of "hidden rules": If the rule "a new player can't attack as first move" is true, then... anyone doing an attack as a first move should at least (in the client) have a warning/error, or better, the huntercore RPC should validate the moves and tell "no boy, you can't attack" or "if you kill someone, you will get ... nothing!".
In the previous version, attack was 20 HUC and a similar scenario was when the crown holder tried to attack someone... he just wasted everytime 20 HUC without giving a clue that an attack from the crownholder was just ignored.
This kind of things are perceived as bugs or broken gameplay from players, and is important to take care of this.
Probably the "Crown Holder attack bug" can be fixed better than the "spawn attack bug" because a soft fork is enough to prevent someone waste money and by giving some feedback on the GUIs (unity/qt/wtc..)
Giving that a change of this behaviour doesn't require an hard fork but just a huntercore/qt/unity/whatever fix, i think this should be done.
Having the "User first" and "keep it simple" rule in mind is the first step for a better and usable software, even more for this kind of software (game) that should be playable without reading manuals
cheers