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System for joining one-sided battles


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A lot of times lopsided battles are too hard to overturn. But a few of them, although being one-sided can actually be balanced. To aid this, the following may help -

 

  • In a CTF game, if both teams have equal number of vacant spots, and the losing team is trailing by 5 flags or more, people who want to join the battle can ONLY join the losing team.
  • In a CP game, if both teams have equal number of vacant spots, and the losing team is trailing by 50 points or more, people who want to join the battle can ONLY join the losing team.
  • In a TDM game, if both teams have equal number of vacant spots, and the losing team is trailing by 50 kills or more, people who want to join the battle can ONLY join the losing team.

This system is only implemented if the deficit meets the given values. If the deficit decreases then normal joining is activated. I believe this will work.

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I agree with this. You never know when someone will hop in and help the weak team to victory or tie. I feel there should some insentive to do this though.

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What if someone joins the losing side just to let his friend in the winning side. After his pal is in, he leaves. How could this be stopped? This goes on already.

 

What might be worth considering is when a player joins a battle and makes the sides unequal in terms of numbers, he is unable to spawn until equal numbers are present on both sides.

 

But for a truer auto-balance, say if there was 10 v 10 and a player leaves the blue side. What if the last player on the red side isn't allowed to respawn once he has been destroyed making it 9 v 9. This would continue until early finish kicks in.

 

I'm talking nonsense aren't I? :wacko:

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^Sometimes people who don't have OP equips cannot make great takeovers so they wanna join a decisive match in the winning team to get a good reward but if this implements how they'll get good and enough Crystals for new kits? only people who don't care about rewards (Like me :P) can do with these battles from losing side.

It will stop nerds from joining winning side and calling others noob, because..... because he is noob and he joined winning team?

Idk. this should solve this :D

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It will stop nerds from joining winning side and calling others noob, because..... because he is noob and he joined winning team?

Idk. this should solve this :D

Winning team doesn't mean you will win 100%... Because in battles, winners & losers change hands quickly.

 

Sadly, I don't like this idea. -1.

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What if someone joins the losing side just to let his friend in the winning side. After his pal is in, he leaves. How could this be stopped? This goes on already.

 

What might be worth considering is when a player joins a battle and makes the sides unequal in terms of numbers, he is unable to spawn until equal numbers are present on both sides.

 

But for a truer auto-balance, say if there was 10 v 10 and a player leaves the blue side. What if the last player on the red side isn't allowed to respawn once he has been destroyed making it 9 v 9. This would continue until early finish kicks in.

 

I'm talking nonsense aren't I? :wacko:

I believe this will explain the first part of your question:

This system is only implemented if the deficit meets the given values. If the deficit decreases then normal joining is activated. I believe this will work.

As stated above, that friend would only be allowed to join whichever side he wants, if the score gap is decreased. If it is not decreasing, he will only be allowed to join the losing side.

 

As for the second half of your statement, I think it's a good idea, nicely thought. ;)

 

For a possible incentive to join the losing side, the game could offer some kind of small buff for players joining the losing team: drugs, slight MUs, maybe a test drive, 25% exp bonus, small crystal compensation if the team still loses, and many more options. But these buffs would only last for the duration of that particular battle round. In the next round, everything would be reset to normal battle mode until the score gap appears again, upon which all players already on the losing side as well as players that join the losing side will receive the small advantages for the duration of that round. Once the score gap is decreased, the advantages will be removed to resume a normal battle mode.

 

Also, the score gap for CP and TDM should be reduced to maybe 20-30 points/kills because in CP, you receive one score point for every 5 seconds the point is controlled by your team and in TDM, when and if the opposing team is drugging, it's hard to earn kills (this can be where a small drug advantage comes in).

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+/- 1 

 

Seriously +1 then -1 for the idea. There is of course two oppinions as others above^^^ 

 

My oppinion is kind of for it, but yet again, "no one wants to join the losing side"

 

 

Me when I get logged in get ready to find a good battle here is what I look for:

 

Even Teams WITH even scores, usually when this happens I get a 50/50 shot and its random :) surprise me! 

 

If this isn't so I look at the next option:

 

Losing Team with 1-2 Behind with more than a few minuites left. 

 

When do I NOT join a losing side?

 

When there is 50-75%  Time or score gone, and I have no chance of defending the team. 

 

And like others have said (yes this has happened to me on both  sides even)

 

We are winning right, I joined the game when the scores were 0-0 so it was random, we were winning it was 7-2 CTF Noise, by the last 5 min, the losing team (Blue) turned out to be us. WE the (was)winning team, lost 8-7. 

 

Usually the reason why a team loses depends on a lot. 

 

#Players on each team if one has 10 the other 7 it obviously has a 1:1 kil ratio (FALSE)

 

You CAN win with 7 vs 10 IF you focus on the goal instead of the number of playerrs on your team

 

The Higher Ranks on my team means we will win (FALSE)

 

It depends heavily on SKILL not drugs, not weapons*, not rank. 

 

*This could be argued I have seen M1's be misused and be very poor skilled players :/

 

The main goal is to work as a team, play fairly, play tough, and Enjoy TO!

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I would also like to see a change in the way teams are balanced during a battle.  It is clear that, given the chance, many players will join a team that is winning over one that is losing, even when teams are equal.  Players often chose to exacerbate the advantage by joining the winning team, and more often than not, this leads to players leaving the losing team and the battle becomes one sided which is beyond frustrating to compete against opponents.   It makes a mockery of the game!   Such actions need eliminating from Tanki Online and so I'd like to see an adjustment being made to the program code's logic that prevents this from happening.   If teams are equal and one of the teams is losing then the next available place is to side with losing team.  How does that sound?

 

Moreover, the amount of times I have seen a player join a winning team immediately a player has joined the losing team indicates to me that players are continually clicking on the winning side's player button in the expectation of they will not have to join the losing side as a places become available in the battle.  By implementing a change to the programs logic it would surely prevent several thousand unnecessary clicks being sent to the servers by players attempting to join the winning team.

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Topic merged

 

I removed your overdrive idea since it will not be implemented. Also, please only post one idea per topic.

 

 

 

I would like to see a change in the way Overdrive works in the game.  At present, many players retain their Overdrive solely until such time as a gold box is dropped in order to give themselves as much of an advantage as possible to catch it.  If these actions were the intention of Tanki developers for the Overdrive feature during battle then they've done a great job, and I have clearly got the wrong end of the stick when it comes to using Overdrive.   However, I strongly suspect that this was not the intention Overdrive, as indicated by original video which introduced zero supply mode to the game.  I understand that Overdrive is still in development and that Overdrive's feature intend to change depending on the hull type being used at the time of activation.  In all scenarios where Overdrive is available at the time a gold box begins to drop, Overdrive's use is a huge advantage to a player and one which all players are acutely aware of.  As you can see, this leads what can only be described as Overdrive abuse: activating Overdrive for selfish and singular purposes.  Hardly a great feature to have in the game, is it unless you are the selfish type!  I feel that a simple change to the time frame in which Overdrive works would alleviate the problem a great deal.  If Overdrive could be prevented from working once the gold box siren has sounded then I am sure it will discourage players from retaining Overdrive and encourage it's use as per it's design.  How about it?

 

 

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I would also like to see a change in the way teams are balanced during a battle.  It is clear that, given the chance, many players will join a team that is winning over one that is losing, even when teams are equal.  Players often chose to exacerbate the advantage by joining the winning team, and more often than not, this leads to players leaving the losing team and the battle becomes one sided which is beyond frustrating to compete against opponents.   It makes a mockery of the game!   Such actions need eliminating from Tanki Online and so I'd like to see an adjustment being made to the program code's logic that prevents this from happening.   If teams are equal and one of the teams is losing then the next available place is to side with losing team.  How does that sound?

 

Moreover, the amount of times I have seen a player join a winning team immediately a player has joined the losing team indicates to me that players are continually clicking on the winning side's player button in the expectation of they will not have to join the losing side as a places become available in the battle.  By implementing a change to the programs logic it would surely prevent several thousand unnecessary clicks being sent to the servers by players attempting to join the winning team.

I agree.  Grey out the join button on winning team so long as "losing" team has equal or less tanks. You can only join 'wining" team when it has less tanks.

 

This may become moot though when Match-Making finally comes back.

My fear with MM though (aside from not being able to choose maps) is that "friends groups" will make match-making just as unbalanced.

Tanki-X allows this and it's a mess.  A group of random individuals fighting a mini-clan is no contest. casual players will quit or just go to "Custom" battles.

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I would also like to see a change in the way teams are balanced during a battle.  It is clear that, given the chance, many players will join a team that is winning over one that is losing, even when teams are equal.  Players often chose to exacerbate the advantage by joining the winning team, and more often than not, this leads to players leaving the losing team and the battle becomes one sided which is beyond frustrating to compete against opponents.   It makes a mockery of the game!   Such actions need eliminating from Tanki Online and so I'd like to see an adjustment being made to the program code's logic that prevents this from happening.   If teams are equal and one of the teams is losing then the next available place is to side with losing team.  How does that sound?

 

Moreover, the amount of times I have seen a player join a winning team immediately a player has joined the losing team indicates to me that players are continually clicking on the winning side's player button in the expectation of they will not have to join the losing side as a places become available in the battle.  By implementing a change to the programs logic it would surely prevent several thousand unnecessary clicks being sent to the servers by players attempting to join the winning team.

 

If anything, it'll give the losing team a fighting chance yet remain competitive for the opponents.  It's a win, win all round!

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sometimes we just want to help our friends, we dont care if the team is winning or losing, we just want to be with them.

dont make me have to mult to make my team lose so my friend can come in and join me.

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sometimes we just want to help our friends, we dont care if the team is winning or losing, we just want to be with them.

 

dont make me have to mult to make my team lose so my friend can come in and join me.

Why would you need to resort to multing? :huh:

 

Wait for the next battle if you can't currently get in. 

You'd have to do same if it was already full, or the team you wanted to join already had more tanks - which is usually the case for the winning team.

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