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Simulated Battle Commencement & Temporary Mutual Standstill


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Sorry, I glanced right over this.

 

Is it the case that it's too complicated for the devs to implement at this point? Or maybe it's partially done or in the pipeline? Congrats on the success of EBT though.

Too complicated while they work on their new game, yes. I doubt they have it in the works, though the EBF was unexpected. I don't take any credit, I actually don't think the version currently in the game is as helpful in the issue; short sided teams as a results of various reasons you pointed out. All it does is get us out of the situation, doesn't let us resolve it and try again.

 

I'd also like to remind you that this was inspired by etiquette seen in, say for example, Sandbox XP matches. So there is a begging, middle, and occasionally an end. 

 

 

The SBC can address all of these I believe. If it can't be wholly incorporated with the current settings or the overlap with EBT, at the very least delaying the battle start by a small factor of time is important I think.

At the least, SBC is needed in the current system, so an 6v6 Barda doesn't start 3 vs 2 and work the way up, several flags already captured. Its not what you joined the battle for, you joined for a 6 vs 6. Simply delaying doesn't ensure teams are full. Unless you are saying once both teams are full, then start? Even at that point, you might as well get the consensus to start.

 

The TMS is also a reasonable idea. However, I think since we have a definite EBT now, the priority should be balancing the start. Wishful thinking after seeing one too many battles cease prematurely - only if people could learn etiquette the hard way and eventually pull off the TMS by themselves, without system intervention.

At the least balancing the start, yes, but if you only tackle the beginning and end, you leave out the middle. I'm not going to rely on people to stop when a team goes short without the system. There is already no standard for etiquette, only when its 10 vs 2, maybe some guys stop shooting at the 2. But I happen to think its ridiculous to rely on one or two functions, you need all three for a proper experience. At this point it would take a miracle though.

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All it does is get us out of the situation, doesn't let us resolve it and try again.

 

...

 

Simply delaying doesn't ensure teams are full. Unless you are saying once both teams are full, then start? Even at that point, you might as well get the consensus to start.

I agree, the current system doesn't solve the issue. There's more effort required and I see the EBF in it's current form as an encouraging step in that direction. I think it's easier for the devs to take one step at a time approaching the issue than roll out a huge change in one go.

 

About what I suggested: and when I did that, this was in my thoughts -

 

"Okay, the SBC may not be coming out for a long time... so while we wait, can something be done?"

 

So I join a nice full Rio game that just ended it's 15 minute duration and I look around -

1. Tanks don't materialize.

2. Even if they do, they're inactive for a few minutes (In garage?)

3. The players who plan on leaving are still saying goodbyes or arguing.

4. The ones who come in are asking about golds, deciding whether to stay/leave, greeting friends...

5. My turret isn't dealing damage and I need to self destruct/refresh.

 

The question is why should the chaotic first minute of a battle be counted anyway? We can look at it like a 1 minute buffer time between game rounds.

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I agree, the current system doesn't solve the issue. There's more effort required and I see the EBF in it's current form as an encouraging step in that direction. I think it's easier for the devs to take one step at a time approaching the issue than roll out a huge change in one go.

 

About what I suggested: and when I did that, this was in my thoughts -

 

"Okay, the SBC may not be coming out for a long time... so while we wait, can something be done?"

 

So I join a nice full Rio game that just ended it's 15 minute duration and I look around -

1. Tanks don't materialize.

2. Even if they do, they're inactive for a few minutes (In garage?)

3. The players who plan on leaving are still saying goodbyes or arguing.

4. The ones who come in are asking about golds, deciding whether to stay/leave, greeting friends...

5. My turret isn't dealing damage and I need to self destruct/refresh.

 

The question is why should the chaotic first minute of a battle be counted anyway? We can look at it like a 1 minute buffer time between game rounds.

This is a fantastic and simple first step that would be very helpful. Great idea.

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Planned

 

SBC has been suggested many times on the RU ideas site and the idea has a "Planned" status tag on it. That doesn't mean that this will be added to the game any moment, though. That idea has been suggested 6 years ago and got the "planned" tag three years ago, so it will be at least another year until this will be an official work in progress. Don't get your hopes up too high :)

[btpt] [gmpl] [ftr]

And thats if flash is still supported by most browsers XDXD

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This is actually a great idea.  I support this.  Makes it so teams are equal before the 1 team that has more players to abuse this advantage. 

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Hi

 

 

I know many of you play XP/BP and when a person leaves it can be really fustrating for the team as they have a player down and because of that tankers can lose the game.

I have a suggestion, when a player leaves, no flags will count to the game. If a player captures the flag and the teams are unfair then the flag wont count.

 

This feature can removed in pro battle (there will be a box to uncheck) because I understand people want to do 2vs1, 3vs2 etc

 

 

Please hit that like button so I can see how many people are with me.

Feel free to comment below

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When creating Pro battles it would be nice to have an option for Fair Starts.

 

If selected:

- turrets do no damage (or healing)

- flags cannot move (CTF mode) and control points do not work (CP mode)

 

Until:

- both teams full and each tanker has moved / shows activity

 

 

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Inability to capture with unequal teams in CTF XP

 

Way too often, I lose XP battles because the enemy team keeps capturing flags during the absence of one (or several) player(s) in my team who had to leave. They usually do this to turn their current losing position into a win. It's quite unfair though. 3 vs 4 in sandbox is rather impossible to win. 5 vs 6 in bridges/barda is quite impossible too. That's why I got the idea to implement some sort of inability to capture flags in CTF XP, XP/BP and BP when the teams are unequal. Players will still be able to grab the enemy flag, but when they try to capture it, they'll just keep carrying the enemy flag meaning they don't actually capture it when driving over their own flag with it. The system will work in 2 cases.

 

  • When a new battle starts, no flags can be captured at all as long as both teams are not full. Once both teams are full, the battle can start. 
  • When both teams are full, but one (or several) player needs to leave, the system will start working 15 seconds after the player(s) has left. This way the enemy team with the full team can still capture a flag when they're already near their own base with the enemy flag (when the player left). This would be fair as they deserved that capture. The inability to capture would only last for 2 minutes in this case. It's enough time to call a friend to join or for a stranger to join the battle, and we shouldn't let the enemy team wait for ages to be able again to capture. After these 2 minutes (and the first 15 seconds before the system starts), both teams can start capturing flags again. (Though I recommend to just follow the golden rule). 

I'd only implement this feature in CTF, and it'd be restricted to a few maps. Let's be honest, most players in Noise/Camp/Courage are no real XP players who play XP for specialty of this format, the different game play experience. At least that's what I've experienced so far. I'd only add it to maps like Sandbox, Barda, Bridges, perhaps Island, maps in which the real XP players meet, the players who know and apply the golden rule to stop/cton the battle when the enemy team isn't full.

 

Please share your thoughts about this idea. 

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Wow. I used the search but couldn't find this one. Too many words I'd not use myself in the title.  :lol:  :ph34r:

Yeah well, this is just one of those ideas one needs to know about in order to find it. I don't blame you.

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I like the idea... however.

 

PENALTIES.... for those who leave the battles, once the battle has begun!! SO if they implement the idea SBC you mentioned above, that would be the time they need to leave!! That is the chance everyone has to decide if that is the battle they want to stay in or leave. Once the Battle begins, if anyone leaves early before it's over, maybe they take a CUT in their Cry. 

 

DON'T make the penalty so big the first few times, maybe in one day. So when Missions reset, as they do every 24 hours, they get only 3 chances to leave a battle early, WITH LITTLE OR NO penalty! The next three times they leave battle early that day, the penalty increases. If it's a common problem, and they continually do so in one day, the next three abandonments increase in the respective penalties. Maybe a cut off... after they do so for 9x in one day, they are banned from joining any battle for that day period. 

 

This... would help cut back those who leave unexpectedly! This would help keep everyone honest.

 

DON'T have time for the complete battle?? Than don't join it in first place!! 

 

YES... i'm not perfect, I have done it before in the past, a few times. But I wouldn't do it as much if I was penalized for it! 

 

I'll be perfectly HONEST with all of you... of all the times I have left a battle EARLY, MOST of the time, I was pissed cause I was losing so much in battle, and didn't want to see the end. I'm sure that's the case for most!! More times than I've done it myself, I've been in a battle and someone else just... left! I had more kills, I had more flags, etc. 

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