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Mekorama 2.0 Variable strength zaps that don't always kill B

Discussion in 'Mekorama 2.0' started by Chris Hester, Nov 27, 2022.

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  1. Chris Hester

    Chris Hester Famous Member

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    It's often frustrating to see B touched briefly by a zapper bot and be killed. I had an idea - why not just stun B instead? After a few seconds he comes back alive!

    If B is zapped repeatedly by a zapper he can't move away from then he should die as normal. But only a brief zap should mean he doesn't die.

    What do you think?
     
    JojoIII and Talha TR like this.
  2. MrSebas8514

    MrSebas8514 Member

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  3. Mcbatagor

    Mcbatagor Member

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    it's better if the zapper is made not to kill bots, in my opinion fainting and then waking up for a few moments is very good and certainly not frustrating.
     
  4. MrSebas8514

    MrSebas8514 Member

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    In my opinion, I would make four zappers: the one that stunts you, the one who stunts L-R bots, the one who stunts all bots, the one who kills all the bots, the one who kills L-R, the one that only in some requierments will kill or stunt any bot or kill him and finally, the one who stunts all the bots in some circunstances.
     
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  5. my imagination

    my imagination Active Member

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    What circumstances?

    Btw I think zappers not killing B anyways is a very good idea. Nobody likes getting zapped for 0.000001 seconds at the end of a complex level.
     
  6. Talha TR

    Talha TR Member

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    wery true
     
  7. EL797

    EL797 Famous Member

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    It's definitely less frustrating, but one of the main functions of a zapper is to prevent B from going to certain places. If B was just stunned, wouldn't the zapper lose its main purpose? Though this kind of zapper would be useful for some difficult obstacle course levels (involving avoiding zappers) so that B could have more chances to win.
     
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  8. Chris Hester

    Chris Hester Famous Member

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    Good points! Two types of zapper then - instant kill ones & stun ones.
     

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