Persistent Variables would be variables that would not reset to NULL after every match. They would retain their information even if the match ends, is restarted by a moderator, or shuts down after lasting too long. They would be able to be reset to NULL by a button in the custom game lobby called “Clear Persistent Variables.”
Use cases for Persistent Variables:
- Saving the amount of “money” a player has in an RPG-like mode.
- Knowing the hero that was used to win last match, so they can be modified (or disabled) the next match. Good for deathmatch modes.
- Giving the winner of the last match a special effect or bonus as a reward. Encourages winners to keep playing.
- Creating leaderboards and ranking systems, so players can get high scores and feel accomplished for beating other’s high scores.
- Saving a player’s checkpoints or progress in parkour and progression-based game modes.
- Tracking stats, such as win rates, in game modes that have custom heroes and/or asymmetrical teams.
- Keeping global or player based timers, such as having special events occur once every hour or so, or tracking the play time of each player.
These are just a few examples of what Persistent Variables would allow for game modes, and how they could benefit players who like to host long-term servers. There might need to be some limits to prevent an excessive amount of memory from being used, but it would open up a lot of possibilities.