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Need a Surrender Option for CTF!


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Ok, surrender option is a no go due to... possible abuse.

 

I suggest win-by-domination. If one team is more than ~10 flags and another team is less than ~50% of winning team score then domination timer is triggered. Lets say... 1 minute of domination will result in immidiate battle finish.

 

Need to think it through.

Please don't make playing Tanki more complicated than it already is...

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Ok, surrender option is a no go due to... possible abuse.

 

I suggest win-by-domination. If one team is more than ~10 flags and another team is less than ~50% of winning team score then domination timer is triggered. Lets say... 1 minute of domination will result in immidiate battle finish.

 

Need to think it through.

Great suggestion!

 

Too many games are, or become unbalanced too soon.

Mostly due IMO to Tankers choosing to join the strongest team, at least in ranks.

Nothing "wrong" with that: it 's just what happens.

 

This could be solved partly by narrowing the rank limits I guess?

 

 

Above all I much rather have for example two failed 30 minute CTF battles that will end (very) prematurely due to

your suggested win-by-domination: you collect at least some crystals from those small battlefunds and next

hopefully enter a nicely balanced battle that goes on for the full 30 minutes and in which you divide a huge

battlefund together at the end ánd had a lot of fun!

All of these three battles (two failed and one good battle) combined will last for the sake of this example one hour.

 

The above situation is much better than entering two failed battles without win-by-domination from 30 minutes each

in which you have the risk to be part of loosing teams that despite all efforts can 't even capture one single flag.

Still you will have to fight 60 minutes long to collect some (measly) crystals.

 

So please, if possible: make it possible! :)

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Seems like a good idea, but my suggestion is that whatever the Devs come with, should be tested first for a few days. After these days the final decision can come, according to players' feedback.

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Yes, and I would just like to point out that a system designed to allow players of a team to surrender, while still having parameters to keep abuse from never occurring, will cause immense lag, and will most certainly create new loop-holes for hackers to exploit. The win-by-domination suggestion is simple enough that it will not create too much of a foot-print in the system.

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Ideally, the game should give you a dialog box like this:

 

You are going nowhere fast in this battle. Rio Rainy Night CTF on Server EN5 has result 3 : 15 with 15:30 remaining time and there is a vacancy on the winning team. You can earn the crystals you have earned in the last 20:00 in 3:45. Join new battle?
                      (Yes)                          (No)

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Actually, they were lucky. They used the dead time to capture many flags (without any scoring any points or earning anyrewards), and it was 9:0 when a bunch of people joined the two sides. That resulted in beating the new team although it scored higher. :)

 

Pj6oMy.jpg

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If a match ends with 10 people on one team and one on another it is beyond idiocy that Tanki allows another match to start with the same teams again.

 

It's bad enough to be punished by your team bailing then to have to face the same situation again.

 

If team X has a certain number of players and team Y has fewer than X for a certain length of time then the match should end AND the teams should be rebalanced when the match starts again.

 

In other words if a match ends with a team of 10 versus a team of 1 then the new match should randomly assign 4 of the winning team to the losing one.

 

Also, if a team is losing badly there should be a penalty for the other team spawn camping - a loss of 10 points instead of a gain of 10 points for each tank blown apart in such a situation.

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If a match ends with 10 people on one team and one on another it is beyond idiocy that Tanki allows another match to start with the same teams again.

 

It's bad enough to be punished by your team bailing then to have to face the same situation again.

 

If team X has a certain number of players and team Y has fewer than X for a certain length of time then the match should end AND the teams should be rebalanced when the match starts again.

 

In other words if a match ends with a team of 10 versus a team of 1 then the new match should randomly assign 4 of the winning team to the losing one.

 

Also, if a team is losing badly there should be a penalty for the other team spawn camping - a loss of 10 points instead of a gain of 10 points for each tank blown apart in such a situation.

http://en.tankiforum.com/index.php?showtopic=234711&hl=

 

Is something like that you're proposing?

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I saw that and don't think enhanced armor is much help - when I am being beat to a pulp by spawn campers they tend to be drugging as well.

 

Being outside the range of the group of tanks I think would be more beneficial - similar to how sometimes your tank won't really spawn if other tanks are already in the way.

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Also as you noted I tend to choose losing team because I usually use Isida - sometimes they are losing simply because there isn't someone healing them. Often times by joining it can alter the balance, but, when they all bail and it is just me and perhaps one tank left it becomes a slaughter.

 

Problem being of course if I quit too I lose the crystals I would get by sticking it out.

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 The longest I waited was almost half an hour.  Some of us are adults and don't have all day to play.   You know, responsibility and stuff.

Get off your high horse. I am an adult. So don't speak to me like this. If you don't want to wait for half an hour, just leave. Nobody forces you to stay in a battle ;)

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Get off your high horse. I am an adult. So don't speak to me like this. If you don't want to wait for half an hour, just leave. Nobody forces you to stay in a battle ;)

It was an hour battle and by the half hour mark I had around 700 crystals.  That kind of forces you to stay in the battle.  

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Anyway, 30 minutes is nothing. Back in times, sometimes you had to wait 2 hours in Silence to get your reward, or capture the 100 flags (that was better, except when a player kept the flag...).

 

You can go in pause and do other stuffs.

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Anyway, 30 minutes is nothing. Back in times, sometimes you had to wait 2 hours in Silence to get your reward, or capture the 100 flags (that was better, except when a player kept the flag...).

 

You can go in pause and do other stuffs.

Well, thank you for your input but I still like the idea of a surrender option and apparently a lot of people besides me agree.

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For surrender to be effective it should only be used if there are 3 or less against a team of 10.

 

In other words a certain ratio of losing team:winning team.

 

Also only the losing team should have the option - since the winning team is the beneficiary they should have no input on the decision.

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This could be solved partly by narrowing the rank limits I guess?

 

I for one would love for that to happen. I sometimes play in battles where the ranks are higher than I am, but it's all I have since my rank battles are like the 45-1 flag games aforementioned 

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We are dancing around the fire. Let's face the problem head on.

 

The real problem is the reward distribution.

 

Yesterday, I had an experiment in a CTF. 1 on 1. 1 person captured the flag 1 time only, and the other person destroyed him 20 or 30 times. The one who has captured the flag and did not make any kill won by a huge margin. The other person who killed him tens of times was practically donating his rewards to the winner of capturing the flag.

 

This is ridiculous. I think rewards should be proportional to score for everyone involved, but the winning team should get a multiplier, say 1.5x. This way, you are still rewarded for winning, but the reward is not big enough to screw up the game for. If that is done, nobody would quit a battle and camp out until someone on a winning side in a different battle goes to the bathroom or something and does not come back within the 5-minute pause period so a vacancy comes up on a winning team.

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We are dancing around the fire. Let's face the problem head on.

 

The real problem is the reward distribution.

 

Yesterday, I had an experiment in a CTF. 1 on 1. 1 person captured the flag 1 time only, and the other person destroyed him 20 or 30 times. The one who has captured the flag and did not make any kill won by a huge margin. The other person who killed him tens of times was practically donating his rewards to the winner of capturing the flag.

 

This is ridiculous. I think rewards should be proportional to score for everyone involved, but the winning team should get a multiplier, say 1.5x. This way, you are still rewarded for winning, but the reward is not big enough to screw up the game for. If that is done, nobody would quit a battle and camp out until someone on a winning side in a different battle goes to the bathroom or something and does not come back within the 5-minute pause period so a vacancy comes up on a winning team.

I think this deserves its own thread, which I suggest you start.

 

The reward system has several problems that I've seen.  An obsession with who does what with the flag is one of them.  This punishes players (like me) who use their heavier tank to play off the flag, meaning that I do the dirty work of clearing lanes, destroying shafts and disrupting attacking players on their way to the flag.  This usually means dying a lot against good players.  Another thing about team play is that sometimes the best thing you can do is sacrifice yourself to buy your teammate with the flag a few extra seconds to get away.  I enjoy it, but it is not well rewarded by the system.  I think it should be.

 

By far the worst problem is the one you outline here.  I would happily join a badly losing team, I really don't care that much about winning, but I'm not going to play 20 minutes to pick up 20 crystals.  It's too inefficient.

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Options:

1) Tell your team to stop drugging

2) People will just abuse this

3) Or you could just not enter the game in the first place if you know you will lose.

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