Re: Bloodbath, last minute suggestions

You should lose all your equipment, aside from a basic weapon loadout on respawn, but the player who killed you shouldn't get your stuff, or should at least only get ammo you were holding that fits their currently held weapons and health/armor as long as it doesn't hit their cap.
I also don't think you should be able to collect anything more than ammo for your current weapons, and health/armor items which have a solid cap on them.
Getting new weapons should either be automatically rewarded at certain levels, or require you to spend points gained by killing other players, with diminishing returns as the difference between your current level/points and the enemy's grows, with very little rewarded for killing someone who has just spawned, and significantly more rewarded for someone who has allot more levels/points than you do.
Creating a point multiplier based on the weapon used to kill an enemy, with higher rewards for weaker weapons and particularly melee weapons would also be very nice, as long as it still doesn't increase the rewards for killing a newbie much.
If there will be bots, they should only appear when there are two or fewer active players, and only give minimal points so that it would take a long time to get powerful just off killing them.
Alternatively, cap the number of bots that a player can kill in a certain time period with a cooldown timer.
I also don't think that teams should be allowed to have more than three or maybe four members, it depends on your playerbase.  Creating an automated system that bases the maximum allowed number of team members on the average player numbers over the last time period, say 48 hours, and boots any extra team members based on who has the lowest killcount would be useful, but more complicated.


I personally think that this system is one of the most fair options for a game like this which won't have a high population, and keeps things good for newbies but still fosters competition at all levels, and may even result in players training each other to become better fighters so that they will get better rewards when fighting each other.
Scheduled player resets work too, and are much easier to code, but they are a much less elegant or comprehensive solution in my opinion.

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