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Unbalanced teams: larger team has restricted supplies


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You all see that one team uses supplies against the other team, whom end up losing players. And the larger team still uses supplies against the smaller team.

So here's how the idea will work:


If the teams are unbalanced by 40% or more, then the team with 40% more players can not use supplies of any kind until the teams are more balanced.

Edit: if you got an idea for this issue, please post it in this topic and the best solution to the topic should be forwarded to the devs. But the issue regarding supplies in unbalanced teams needs to be solved.

Anyway, i got another idea,

Larger team supplies:
Repair kit- 2000 points of health.
Double armor- only 50%
Double damage- only 50%
Speed boost- remains unchanged
Mines- remains unchanged

Smaller team supplies:
Repair kit- 4000 points of health.
Double armor, double armor, speed boost, and mines all remain unchanged.


Anyway keep posting more ideas here :)

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Under review

 

Similar idea: Disable supplies in unbalanced battles

 

I changed the title a bit and I suggest that you also change your idea, because completely disabling supplies for the larger team is way too harsh. Don't forget that a tank with DA, DP and repair kit is equivalent to 8 identical tanks without supplies, and that's not counting the advantage from speed boost and mines. So completely disabling supplies would only make sense if the game was a 2 v 8 or a 3 v 12.

 

A much more logical choice here would be to increase supply cooldowns for the larger team. So, for example, for every player the larger team has more of, they get +3 seconds to each supply cooldown value, therefore a team that has 5 more players would need to wait 15 seconds longer before using each of their supplies. The numbers are just an example - please only judge by the concept itself.

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Something needs to be done about this problem.

 

But I'm thinking about different solutions:

 

How about making drop supplies last shorter for the outnumbering team and longer for the outnumbered team?

 

When a team battle has uneven number of players the drop supplies picked up by the larger team should last shorter and the ones picked up by the smaller team should last longer

 

Could be like this:

 

even number of players = 40 seconds each
10v8, 5v4 and similar = 35 for larger team and 45 for shorter team
10v6, 5v3 and similar = 30 for larger team and 50 for shorter team
10v4, 5v2 and similar = 25 for larger team and 55 for shorter team
10v2, 5v1 and similar = 20 for larger team and 60 for shorter team

 

Similarly supply (drop or garage) coulddowns could also be adjusted to help the smaller team.

 

Or how about when there is unbalance flags will disappear, points will turn off, supplies don't work and you can't kill?

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Under review

 

I changed the title a bit and I suggest that you also change your idea, because completely disabling supplies for the larger team is way too harsh. Don't forget that a tank with DA, DP and repair kit is equivalent to 8 identical tanks without supplies, and that's not counting the advantage from speed boost and mines. So completely disabling supplies would only make sense if the game was a 2 v 8 or a 3 v 12.

 

A much more logical choice here would be to increase supply cooldowns for the larger team. So, for example, for every player the larger team has more of, they get +3 seconds to each supply cooldown value, therefore a team that has 5 more players would need to wait 15 seconds longer before using each of their supplies. The numbers are just an example - please only judge by the concept itself.

Yeah ok, I did a second thinking and thought that disabling the supplies for the larger team would be unfair, so yeah i agree. Restricting the use of multiple supplies would be a better idea

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Something needs to be done about this problem.

 

But I'm thinking about different solutions:

 

How about making supply last shorter for the outnumbering team and longer for the outnumbered team?

 

leveled = 40 seconds each

10v8 and 5v4 = 35 and 45

10v6 and 5v3 = 30 and 50

 

Or how about when there is unbalance flags will disappear, points will turn off, supplies don't work and you can't kill?

 

I like the first option you put up there.

 

 

As for the second option, that's a little inconvenient, for players, dont you think?

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I like the first option you put up there.

 

 

As for the second option, that's a little inconvenient, for players, dont you think?

Thanks.

 

The second idea is inconvenient but people can avoid that by switching teams at the beginning of battles if uneven, and not making players leave by drugging too much and spawn killing.

 

The same can be used for those that create CTF battles, pick up the flag and wait for someone to enter the opposing team to capture it. With this idea the flag will not be there to pick up until someone enters the other team, or maybe even 10 seconds after someone enters.

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Don't agree with this idea at all. However, I can see this going places if modified. Instead of nerfing the Supply that these players EARNED, hence making a 150 crystal RK worth only 75 crystals and thus ripping them off isn't a great solution. I think that the cooldowns should be elongated for the team with more players. Since they outnumber the other team, it's highly likely that they're also controlling drops so often they may not even need to rely on supplies.

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Don't agree with this idea at all. However, I can see this going places if modified. Instead of nerfing the Supply that these players EARNED, hence making a 150 crystal RK worth only 75 crystals and thus ripping them off isn't a great solution. I think that the cooldowns should be elongated for the team with more players. Since they outnumber the other team, it's highly likely that they're also controlling drops so often they may not even need to rely on supplies.

But drops can stop dropping. And longer cooldowns is a good idea.

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And longer cooldowns is a good idea.

I think extending cooldowns is justified as opposed to ripping players off because they paid or worked for those supplies.

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I think extending cooldowns is justified as opposed to ripping players off because they paid or worked for those supplies.

Yes, good point.

 

But pick ups can still be weakened or have short duration for larger teams and normal for the smaller team. This as an alternative to just freezing drops.

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Yes, good point.

 

But pick ups can still be weakened for larger teams and normal for the smaller team. This as an alternative to just freezing drops.

Hmm, possibly.

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When a team battle has uneven number of players the drop supplies picked up by the larger team should last shorter and the ones picked up by the smaller team should last longer
 

Topic merged

 

Sorry, way too similar to this topic. I don't want a dozen idea topics each suggesting solutions to the same problem, but with just a slight difference.

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Topic merged

 

Sorry, way too similar to this topic. I don't want a dozen idea topics each suggesting solutions to the same problem, but with just a slight difference.

Since it is one idea per topic and my idea is about drop supply duration and KillerAssassin3's idea is about reducing the power of supplies, I thought it was different enough.

 

Maybe KillerAssassin3 can merge the two ideas... but that would make it like two ideas per topic.

 

Wouldn't it be better if apart from 'one idea per topic' there was also allowed topics about specific problems where we can freely post many ideas for it?

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When a team battle has uneven number of players the drop supplies picked up by the larger team should last shorter and the ones picked up by the smaller team should last longer
 
Could be like this:
 
even number of players = 40 seconds each
10v8, 5v4 and similar = 35 for larger team and 45 for shorter team
10v6, 5v3 and similar = 30 for larger team and 50 for shorter team
10v4, 5v2 and similar = 25 for larger team and 55 for shorter team
10v2, 5v1 and similar = 20 for larger team and 60 for shorter team

Remember that the last two rows of your table kick the auto-finish (unless, of course, we are talking about pro-battles), so the battle is bound to finish soon anyway.

 

In my humble opinion, the best way to do it would be to simply add time to the biggest team's cool-downs according to the difference in number of players, as Maf said. Something like +10 seconds * difference in players should do the trick.

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I do not like drug battles.. but I still think that this one would be pretty useful.

 

The issue with players leaving battles is - IMHO - caused by the fund distribution (loosers get too few fund).

So I think that if this feature is implemented, the supplies have to be altered in a way, that the loosing team has a real chance again.. elsewise it would not solve the issue.

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Remember that the last two rows of your table kick the auto-finish (unless, of course, we are talking about pro-battles), so the battle is bound to finish soon anyway.

 

In my humble opinion, the best way to do it would be to simply add time to the biggest team's cool-downs according to the difference in number of players, as Maf said. Something like +10 seconds * difference in players should do the trick.

The last two is for when a battle starts with an uneven number of players. There it will take two minutes for the auto finish to activate, meanwhile the larger team is getting ahead in the score fast.

 

This idea will not solve the problem but it will help.

 

The longer cooldown idea is good too, and I'm also thinking that certain supplies could be blocked for the larger team (drops and garage) like Mines, then Double Damage, then Double Armor... depending on the severity of the imbalance.

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blocking certain supplies.. hmm.

I fear it will become kind of frustrating for the players, if they come to a certain sequence in the battle, like to equip an DA.. and it does not work (although their cooldowns are fine). It will be kind of hard to keep track of allowed / disallowed supplies in your mind.

With that you frustrate both: the winners and the loosers.

 

Adaptive SCDs on the other hand offer a fluent change from one state to the other, and I guess the effect will be less frustrating.

 

(I am aware that loosers are frustrated to, but lets help them without frustrating both: winners and loosers)

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Since it is one idea per topic and my idea is about drop supply duration and KillerAssassin3's idea is about reducing the power of supplies, I thought it was different enough.

 

Maybe KillerAssassin3 can merge the two ideas... but that would make it like two ideas per topic.

 

Wouldn't it be better if apart from 'one idea per topic' there was also allowed topics about specific problems where we can freely post many ideas for it?

When a need for such a topic arises, we create one like that. If there will be a lot of other similar ideas for team balance, then I might create a big topic for them and merge everything together, but in this case the two ideas are just really similar - both suggest reducing effectiveness of supplies for the larger team.

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This is where the devs should be doing experiments in supplies, but it can wait until after HTML5, the matchmaking system are released in the game and the default rank brackets are fixed.

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This is where the devs should be doing experiments in supplies, but it can wait until after HTML5, the matchmaking system are released in the game and the default rank brackets are fixed.

Apart from helping smaller teams, this ideas could encourage people to not do spawn kills, because spawn kills make people leave battles.

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