I've wanted to do things for a long time to make multiplayer really great. I'm going to split this post into two - this post contains things that I have already implemented in the dev build.
There are three competitive problems with MP modes. **Distance variance, trading, incentivized stalling**. Or, in more general terms, luck, non-interaction, and waiting. I want to address all of them, but the last one of camping is obviously the biggest issue due to its winner feedback loop. The common picture of "camping" where the winner sits next to a red gem is actually incredibly harmless. The position is equal. The actual issues with camping have appeared in other matches, like MBOUltimate vs. Tue27 in 2017 (Blue positional camping), and main_gi vs. Xedron (Red positional camping) which give the winner a feedback loop of points advantage.
There is also a kind of camping where losing players can rewarded from the presence of a camping rule, although it hasn't really come up yet. Invictaa vs. Nockess had the winning player slightly disadvantaged due to perception of the camping rule, Nockess ignored a spawn acting like their winning opponent would be punished for not going for it. (however, this wasn't actually true due to the specific wording of the camping rule)
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Competitive Mode: Adds two anti-camping mechanics - a global gem timer of 25 seconds to get a spawn or else it respawns on its own, and a leftbehind of 2 points. That means you can leave 2 points behind in the spawn and a new one will still spawn.
MBOUltimate proposed 1 gem behind, which was originally something I thought of and then discarded. It's easier and more intuitive to explain 1 gem leftbehind than 2 points leftbehind, but in my opinion 2 points is going to be better mechanically, because camping a pair of red gems is equivalent to camping a yellow and also happens often. I am going to try both.
The other possible variation is retaining that leftbehind gem or not. Currently, the leftbehind gems disappear after one spawn (or the 25s timer running out). This cleans up the map and is more similar to regular gameplay. The more experimental idea is to keep them (they have a black smoky light to tell them apart from the main spawn), so if players keep leaving gems behind, they stay in the world. Being able to collect tons of leftover gems if your opponent is doing nothing is a great incentive against camping.
MBOUltimate also suggested that the leftbehind doesn't trigger a new spawn, but instead shortens the gem respawn timer to like 5-10 seconds. This still has some stalling effects and is way less visible than an immediate spawn. It might be good but does add explaining difficulty.
[MBO's] suggestion of having a timer on the last red gem, which, after it runs out, will make it disappear and let the next spawn appear won't help prevent camping, it will enable it. It would change it from being a strategy only for the person that's winning, to it also being a strategy for the person that's losing.
That suggestion prevents the winner advantage but still has some stalling. It would be an improvement, I strongly dislike your implication of "it makes camping worse", it's completely backwards.
Party Spawns: All gems can spawn as any color, with some bonus modifications like platinums spawning in the air and 2x gem size. There's no reason to elaborate on this mode too much, but it has been done.
The regular gameplay is otherwise unchanged for now. Both of these modes are toggles, to not force an always-on competitive/casual mode that hasn't been tested enough.
Here are minor changes that have not been implemented yet:
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Prevent gems from spawning super close to any player. I'm just wondering if it should try to equalize distance as well.
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Regular blasts will not push other players away.
Regular blasting is highly inconsistent and almost always does almost nothing in its pushes, but occasionally it happens and it's unexpected.
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Respawning no longer has a cooldown but costs some number of points to use.
Respawning and the respawn cooldown is pretty much a hidden mechanic, and if you care massively about competitively using it you have to count to 25 or something every time you use it to keep track of the cooldown. Nature Freak said this idea and that it should cost 1 point.
I think the respawn button is not a great idea in the first place. This feature should be something you use when you get stuck in the ground or something, not a competitive tool. It increases map knowledge even more, which is annoying when spawn points are not visible on the map at all and the respawn button is by default far away and hidden (backspace).
In its current state I would not put the quickspawn penalty at 1, it would be 4 or 5, because it's way too abusable at 1, with the ability to randomly spawn near gems, quickspawn just before your opponent takes the last gem, or just avoid waiting to fall. This is partially because the quickspawn code is a joke, the code literally tells it to intentionally fail 1/10th of the time, and there are some maps where quickspawning is very strong just due to the placements (Sprawl, Exoplanet, Citadel, Layered).
What could be an option is to add, for example, 2 seconds to how long it takes before you can respawn after you go OOB.
Deducting points is better because players get to play the game more.
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Double Spawns has a scaling effect instead: 1 spawn if 1-4 players, 2 spawns if 5-9 players, 3 spawns if 10-14 players etc.
I think Double Spawns having separate new-spawn conditions is a good idea, but doing
only this would create visual issues if the two spawns spawn too close creating one big spawn, and then you don't know which gems are 'which. Force the spawns to be more distant or just treat it like 1 spawn?
I also kind of want Double Spawns to be on by default, so the host doesn't need to really worry about turning it on and off, and also, it makes the scaling make more sense. (otherwise scaling would only start at 8-9 points or something)