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Prevent new players from joining to compensate for inactivity in the other team


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Count Active and Inactive Time from Players in Team Battles...

 

1. To compensate a team that has more inactive time from all its players combined because of some mults or too many pauses, by blocking new players to the opposing team, even if the amount of players on both teams are even, until Active/Inactive times are even.

 

2 To compensate a team that was playing with less players for some time by blocking new players to the opposing team even after the amount of players on both teams become even, until Active/Inactive times are even.

 

 

PS: I may add more to this short list with ideas of yours or I.

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Under review

[vltr] [gmpl]

Similar idea: Disable last players if teams are unbalanced.

 

P.S. Please don't add random ideas to your list. The rule is: one topic - one idea. If you want to post a different idea, create a new topic.

Looks like I didn't explain myself right. Let me try again:

 

What I would like is for Tanki to count active time from players in team battles to use it to compensate the team with a deficit in active time by blocking the entrance of new players to the team with a surplus, until active/inactive times become even. That means adding up active times of all players in each team to determine which team has more surplus and which deficit.

 

Another way to compensate the team with a deficit could be by not spawning a tank from the team with a surplus for some small amount of time, but not too much.

 

So, my idea is not to disable players when they are playing. And it will not balance the battle perfectly. But it will help a lot.

 

Therefore the title should be changed to something like:

 

"Count active/inactive time in team battles for compensation by..."

 

And if you agree I can edit the first post a little.

 

Thank You Mafioso.

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Oh, I see. I thought that by "blocking new players" you meant that players, who recently joined the battle, would be blocked from playing until activity time for both teams is equal.

 

Changed the title. Does this make sense now?

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Oh, I see. I thought that by "blocking new players" you meant that players, who recently joined the battle, would be blocked from playing until activity time for both teams is equal.

 

Changed the title. Does this make sense now?

Hello.

 

The central idea is compensation based in activity of all players. To do that I'm suggesting for Tanki to count activity time.

 

- A team that has more players for sometime will have more activity count.

- A team with mults in it whom are doing nothing will have less active count.

- A team where players have slower connection will have less active count because of longer loadings.

- A team that has more players in pause or at their garages will have less active count.

 

What I'm saying is balance the battle by compensating the team with less active count. How to compensate?

 

1. Prevent players from joining the team with higher activity count.

2. Allow players to join the team with lower activity count even if that means one team having more than 1 extra player. Up to 2 or 3 more players.

3. Delay respawns on the team that has more activity count for some time depending in the severity of the imbalance. Could be 10, 20 or 30 seconds.

 

Other compensation approaches can be added afterwards.

 

So, I'm not sure about the title, but maybe something like:

 

"Compensation for Inactivity in Team Battles (Mults, Pauses, Garage Visits, Fewer Players...)"

 

Thanks a lot.

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Actually, if this gets implemented placing mults on a team might become a good thing. They sit there and lower the activity on a team so the enemies are disadvantaged and then is the last minute of them begin to play and before anyone can join theres 3 times as much activity on 1 team because of the slower respawns.

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Actually, if this gets implemented placing mults on a team might become a good thing. They sit there and lower the activity on a team so the enemies are disadvantaged and then is the last minute of them begin to play and before anyone can join theres 3 times as much activity on 1 team because of the slower respawns.

That could be prevented by making the compensation progressive.

 

One example: If the activity count is close to even the Spawn Delay could come down to 5 seconds instead of 10.

 

And the system should not try to compensate perfectly.

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