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Balance Battles: by Spawntime, Invincibility and Drops


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Battles are often unbalanced.

 

It would help a team with less players if the following things would happen:

 

  • spawntime is reduced for weaker team
    10vs9 -> normal spawn times (as today)
    10vs8 -> spawn times = 80% for the weaker team
    10vs5 -> spawn times = 50% for the weaker team
     
  • Drops Balance
    It makes no sense, if you play 10vs6 on a 20players map, and the 10 dominate and collect all the drops for 20 players, while the 6 get spawntrapped. Reduce the drop frequency on the whole map in periods of heavily unbalanced teams, so there are less drops available during this periods.
     
  • invincibility
    Let the weaker team spawn and shoot, while they are still in ghost-mode (invincible). Have the invincibility time aligned to the proportion of team sizes:
    10vs9 -> no invincibility (as today)
    10vs8 -> 1,1 seconds invincibility (to give a shot before you die)
    10vs5 -> 2 seconds invincibility (to escape more easily and shot 1..2 times before you die)

 

Most likely you need a combination of them.

 

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Valid     Invalid

 

Good concept, but there are better options. I like the spawn time difference, but drops and invincibility aren't that great.

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Under review

[gmpl] [blnc]

Good concept, but there are better options. I like the spawn time difference, but drops and invincibility aren't that great.

Invincibility (shoot first privilege) sounds definitely very powerfull, but it is a pure defense concept. And it is not as powerfull as the enemy team with twice your teams size ;)

 

anyways.. those things have to be balanced very carefully.

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Being dropped from a plane flying very low over the map will solve this all.

 

If you want a long spawn time then make the flight longer.

If you want a short spawn time then make the flight shorter.

 

If you want to be shot while in a plane you can allow players to shoot the plane.

If you don't want that then add a door which opens when it's time to get out.

You can add a gun on the plane (no steering plane) to shoot other players in ghost mode.

 

This can also remove inactive players as a plane flying for too long can crash and if you crash 3 times you are kicked out.

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If the 8 of them camp in your base and spawntrap the 4 of you.. then invincibility to allow you a single shot helps a lot already.

It makes sense. +1 to this idea.  How do people think it's fun to spawn-kill a badly outnumbered team?

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Being dropped from a plane flying very low over the map will solve this all.

 

If you want a long spawn time then make the flight longer.

If you want a short spawn time then make the flight shorter.

 

If you want to be shot while in a plane you can allow players to shoot the plane.

If you don't want that then add a door which opens when it's time to get out.

You can add a gun on the plane (no steering plane) to shoot other players in ghost mode.

 

This can also remove inactive players as a plane flying for too long can crash and if you crash 3 times you are kicked out.

Lol.

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Sorry, but no.

Invicibility too unrealistic and unfair.

Makes no sense.

Thanks for the comment. Please tell in more details what you are concerned about, so I can understnad your point of view.

 

@unrealistic:

spawning itself and ghosting in the first seconds is unrealistic too.

 

@unfair:

if your team was abonded by half it's players and you are prey to spawnkillers.. then I conider it as fair to have the chance to fight back for 1..2 seconds. This won't change the results in CP. It will not make you win in TDM. You won't even get close to your enemies flag. But you get rid of the anoying feeling of beeing helpless slaughtered by some noobs that push the fund on your expense.

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No I disagree with this, druggers and clan raiders now have it easier.

When an enemy team starts shooting at you? Remember the invincibility is only 1-3 seconds when ghosting is present

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No I disagree with this, druggers and clan raiders now have it easier.

Do you mean, that the drugger and clan raiders have an easier life today (without this feature), when they can do spawntrapping the smaller team?

 

And that their life will be a little bit harder (with this feture), as spawntrapping the smaller team will require more brains then today?

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So as we all know in a battle with an aggressive team, some players get killed right after they get spawn witch cause them to leave the battle therefore ruining the match, not only that but it isn't fair to have 10 enemy tanks surrounding you at the moment you get spawn when you are outnumbered & lack firepower to push them off.

 

So my suggestion is: Spawning tanks should have 3 seconds of invincibility right after they materialise to give them a chance to stand & push back the raiders.

 

This idea is updatable so your feedbacks & suggestions are welcome.

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I love the Spawn and Drops proposals.

 

I've been on the bad side of battles where the winning team just owns the drop points. Reducing frequency would help make them a bit less powerful.

 

Invincibility - I don't know - with the bugs in the game how could Tanki avoid a glitch, accidentally making such Invinciblity persist until the next spawn? Hint - I just read the problems and solution thread and this is in the top three, quoted directly from Serene.

 

Anyway, what I like most about this idea is that when the team numbers return to balance the rules revert to business as usua.

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spawntime is reduced for weaker team

10vs9 -> normal spawn times (as today)
10vs8 -> spawn times = 80% for the weaker team
10vs5 -> spawn times = 50% for the weaker team

 

lol yes, let the weaker team die even faster!!

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spawntime is reduced for weaker team

10vs9 -> normal spawn times (as today)

10vs8 -> spawn times = 80% for the weaker team

10vs5 -> spawn times = 50% for the weaker team

 

 

lol yes, let the weaker team die even faster!!

What he means is that it'll be harder to be spawn killed since the weaker team would be spawning at a faster rate

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My idea is a little bit different...

 

Spawn time:

 

- Same for the team with less players

- Incrementally longer for the team with more players

 

Drop supply times:

 

- Incrementally shorter for the team with more players

- Incrementally longer for the team with less players

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