![]() Maybe there could be a way to make those "convenient" power-ups less weak score-wise by introducing point bonuses for managing to clear a board very quickly?īut this would contradict any tactic for full clearing a board by forcing invincible bricks to zap to normal using the 1 minute timer or the 100 hit mechanic. But it would also be strange for someone who uses all those tools that require less skill to end or with the same or higher score than someone who doesn't. I guess there's some merit in the argument that in that case getting a high score means skipping any "fun" power-ups. The thru-ball is a big outlier since it makes clearing boards trivial without hurting your score but in contrast to your suggestion to basically buff all convenient power-ups, the change that's most in line with how the game works right would be just the opposite: A score penalty for having the Brick-Thru ball. Grabbing the fireball, the laser paddle and blowing up as many blocks with explosives as possible make a board faster and more convenient to clear. In general the score system seems to be balanced in a way that weighs speed and convenience against gaining maximum points. i'd suggest to have at least some boost for explosion with long chain, like you may want to wait for a "expand exploding" on specific boards like board 4 of DXBall1. to theoretically maximize score, one needs to "peel" the bricks surrounding the explosion bricks, though it's really hard. but on the score, if only gains when exploding bricks are mostly surrounded by air. i also used to try to farm "expand exploding", for speed and big explosion fun.controllable gravity as mentioned by someone is also good. honestly, currently it feels kinda useless. ![]() also make some changes to gravity-ball too.add some bonus when the player "tries to eat everything dropped" (kill paddle excluded of course, btw i didn't notice, does it also have 50 points?).bouncing a ball adds (n-1)*k point when there are n balls on the screen) add some bonus when the player keeps many balls.remove speed 18 limit when you have thru-ball.That grab-pad and shooter-pad gives you far more disadvantage than in classic mode, because you lose the ability to manually accelerate the ball Īnd slow-ball is more worth having in anniversary rule because you can quickly accelerate the ball back, also it cancels fire-ball! It's interesting how power-ups affects score attack under different rules. Like the deacceleration from 24 to 18, with thru-ball powerup, there's just no penalty at all (except the risk of straight-down kill-paddle is still there), as in the old version, thru-ball will accelerate and reach speed 24 faster than usual, challenging your skill.Ĭompared to the fire-ball, all bricks value 8 point, completely disabling bonus for any of small ball, mini pad, fast ball, etc. Since there is online leaderboard, more balanced (or diversed) scoring system will allow more interesting ways to play (and challenge oneself). Overall, the game is still as good as it used to be, i think some part of the score system together with the new features added may be discussed.
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