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Dynamic Cooldowns: Really Smart Cooldowns


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Hello,

The current Smart Cooldowns system isn't really that smart - instead of pressing 2/3/4 simultaneously, druggers now have to press 2, then 3, then 4, or in whatever other order. That did not solve the drugging problem and many free players are still at a huge frustrating disadvantage.

Actually, the supplies themselves are not the actual problem, but rather it is the imbalance between the two teams which gets much worse when the more powerful team are using supplies non-stop even when they don't really need to. Although it's not my preference, I've played some battles where BOTH sides were drugging like crazy (aka drug war) and it was "acceptable", but not much fun to me though. The problem is when there are 10 druggers on one side vs. 3 druggers and 7 non-druggers on the other. You can't tell the powerful side to slow down on supplies, neither can you tell the 7 non-druggers to leave the battle (some of them may have been in the battle before the druggers joined).

So, I've thought of a more flexible cooldown system for team battles to help make them more balanced in terms of power gained by using supplies. This is called Dynamic Cooldowns.

In simple words, the Dynamic Cooldowns system will automatically monitor and keep a count of the total number of supplies used by each side every minute, and based on preset limits the system will either increase or decrease the cooldown values of one side in order to keep supply use in fair balance between the two teams.

Here are more details on its mechanism:

1. When a battle starts (or re-starts) both sides will have the default cooldown values (these are the cooldown numbers you can see in the garage or wiki).

 

2. Throughout the battle the system will keep a minute-to-minute count of the total number of supplies used by both sides.

 

3. If the difference in the total number of supplies used by both sides is less than 50%, the system will do nothing.

 

4. If one side has used 50%+ more supplies than other side within a minute, then the system will increase the cooldown values for all types of supplies for this side ONLY, according to the following table: (The values on the left represent the percentage of the extra number of supplies used as compared to the number of supplies used by the other side - the values on the right represent the number of seconds that will be added to ALL cooldown values)

  • 50% - 99%: 10 seconds
  • 100% - 149%: 20 seconds
  • 150% - 199%: 30 seconds
  • 200% - 249%: 40 seconds
  • 250% - 299%: 50 seconds
  • 300%+: 60 seconds

5. The system will keep monitoring and increasing or decreasing cooldown values for the two sides to keep the difference in supply use within certain limits, so the step above can be repeated multiple times.

 

6. The system will always try to decrease the cooldown values in order to achieve balance. If the cooldown values of one side can't be decreased any further (they are already at default values), it will increase cooldown values of the other side instead.

Notes:

  • A notification system can be added so that once a team gets close to crossing the 50% threshold a notification will ask them to "Slow Down on Supplies Junkies!" :D
  • This would be very helpful against drugger raids.
  • This system will only be useful in team battles. No need for it in DM. Actually, there's no need for the current Smart Cooldowns in DM.
  • This will not affect "drug wars", because in a real drug war both sides would be using supplies at almost the same rate.
  • Numbers above are subject to revision.

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and now a smart mod will come here and tell u:

 

"Play pro games because the devs can not make any change  in supply/drug system that can make angry the buyers/druggers"

 

even with the latest update daily missions the try to support even more the existing system

 

give to no buyers some drugs so they will stop to make complains for the druggers/buyers players

 

so for the devs a good idea like this one or others good ideas that exist in this forum are trash.

 

End of Story.

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and now a smart mod will come here and tell u:

 

"Play pro games because the devs can not make any change  in supply/drug system that can make angry the buyers/druggers"

 

even with the latest update daily missions the try to support even more the existing system

 

give to no buyers some drugs so they will stop to make complains for the druggers/buyers players

 

so for the devs a good idea like this one or others good ideas that exist in this forum are trash.

 

End of Story.

Its sad...but true.

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You may write your opinion about the idea longer than a "good idea" reply, if you like.

i only do that if i feel  that its not a good idea

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I like the spirit of this idea.

Maybe numbers and secondary conditions need a little work, but the principal is ok.

Unfortunately, we have already proposed a number of certain ideas that would ease or solve the drugging problem here

http://en.tankiforum.com/index.php?showtopic=246957

but to no visible - or admitable by the devs - results.

Power imbalance in Tanki is sheer but nothing is being announced by Administration. Not only for Flash version - we can understand this - but not for Unity version either.

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