Current plan is to give player x amount of parts and a flat base to build on. They explore the 15,000x15,000 thank arseny for epic terrain optimizations map to find crates. Their job is to get the crate back to base somehow. The first few crates are easy to get so that you can learn to build and adapt, but after that they’re more difficult to get.
Some crates are out at sea, under water, on mountains, in areas that can only be found through flight, etc… As players modify their vehicles with new parts they’ll be able to get to newer places with different and better parts.
There’s also something I’ve been thinking about loosely in my head for a while now. 100 player servers on the 15k map, you can start competitions with players to do things like demolition derby, obstacle course (mixture of air, water, and ground vehicle racing), regular individual racing for air, water, and ground, and some other cool stuff like sumo where your goal is to stay inside the circle and knock the other guy out of it.
who’d of thought that giving the wheels more mass would have helped… and changing them from a sliding wheel to a rolling one…
EDIT: when you push out an update, but didn’t thoroughly check your code:
function BlueWins()
for i,v in pairs(PlayerFolder:GetPlayers()) do
if v.Team == game.Teams.Blues then
v.Leaderstats.Credits.Value = v.Leaderstats.Credits.Value + 40000
v.Leaderstats.Gold.Value = v.Leaderstats.Credits.Value + 5
end
end
end
Probably in the dead centre of the thing with a hatch in the floor, that would be the least compromise for defence while still allowing you to get in/out, otherwise probably on the opposite side of the protective barriers
function BlueWins()
for i,v in pairs(Teams.Blues:GetPlayers()) do
v.Leaderstats.Credits.Value = v.Leaderstats.Credits.Value + 40000
v.Leaderstats.Gold.Value = v.Leaderstats.Gold.Value + 5
end
end