Cyanhyde
Inkster Jr.
So I, like may others, would LOVE to see a map with inkrails. They're a really neat campaign mechanic that allows for quick transportation. However, inkrails have one main problem: they're activated by inking a bulb, so how would that priority work with two teams trying to ink the same bulb? What happens to a squid on the rail if it changed?
There's two solutions to that problem.
1 - Have team-specific inkrails (like spawn)
2 - Put the bulb somewhere only one team can reach (basically same as 1)
So following that train of thought, what would be a neat place to put them?
Well... how about Saltspray?
I give you, Saltspray with inkrails. Only activatable by one team.
The inkrails would be placed as such that you couldn't squid jump into them from anywhere other than the inkrail itself. This means you can only get back ONTO the stage proper with them, not off. At first, they may seem quite unfair: they lead straight to the top, so why not always use them?
Well, just like anything else in Splatoon, there's a risk associated. You're a very easy target on an inkrail, what with a very visible hitbox and restricted movement. A charger, dynamo or long-range weapon could easily pick you off - just like they could on the way into the top area.
Yet the inkrail would somewhat change the dynamic of Saltspray. It grants another access point to the top, rendering the center less of a choke point and more of a fray. But the core of the level is still the same: top and bottom are biggest turf, so if you have them, keep them. It's just harder to keep top now.
As for tower control, splat zones and rainmaker, not much would change, although now you can't easily camp with the Rainmaker in the top if you have the lead, and holding the zone in mid is harder with foes coming in from behind.
So, what do you all think? Share your thoughts politely in the comments.
- Cyanhyde
There's two solutions to that problem.
1 - Have team-specific inkrails (like spawn)
2 - Put the bulb somewhere only one team can reach (basically same as 1)
So following that train of thought, what would be a neat place to put them?
Well... how about Saltspray?
I give you, Saltspray with inkrails. Only activatable by one team.
The inkrails would be placed as such that you couldn't squid jump into them from anywhere other than the inkrail itself. This means you can only get back ONTO the stage proper with them, not off. At first, they may seem quite unfair: they lead straight to the top, so why not always use them?
Well, just like anything else in Splatoon, there's a risk associated. You're a very easy target on an inkrail, what with a very visible hitbox and restricted movement. A charger, dynamo or long-range weapon could easily pick you off - just like they could on the way into the top area.
Yet the inkrail would somewhat change the dynamic of Saltspray. It grants another access point to the top, rendering the center less of a choke point and more of a fray. But the core of the level is still the same: top and bottom are biggest turf, so if you have them, keep them. It's just harder to keep top now.
As for tower control, splat zones and rainmaker, not much would change, although now you can't easily camp with the Rainmaker in the top if you have the lead, and holding the zone in mid is harder with foes coming in from behind.
So, what do you all think? Share your thoughts politely in the comments.
- Cyanhyde
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