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Score of team with more players in CP goes up proportionally slower


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Thirty Second Version

If in a CP game there is a team with more players than the other, make their score go up slower.

 

Long Version

The last day, I entered a Bridges CP and from the very moment I entered, my team was spawn killing the enemy. It wasn't a battle, it was a slaughter. There were two bunches of tanks on either side of the red spawning camp, and everyone on the blue team was competing against her teammates to get more kills. Obviously, half of the red team left before the battle was over. It was not fun.

Later on that same day, I joined a Chernobyl CP. For ten minutes, it was a very hectic game. Both teams were balanced, fighting hard, and the score was very tight. But then, five minutes before the end, a couple of players from my team left. Then, the other team started to dominate, obviously. Soon, we were down to almost half the amount of players that the other team had. We still fought hard, and we manage to recapture some points and stuff. But we obviously lost. The end score was something like 70 - 30, which, of course, means that although we fought really hard and the scores were tied for over half of the match, we hardly got any reward. It was really frustrating, as no matter what we did, there was no way we could have turned the score with the players that we were. It wasn't fun either.

 

In a CP game, when one team has less players, it is really hard to keep up with the score. This fact is obviously aggravated by the team's players slowly leaving the game, so that the imbalance between teams grows bigger and bigger.

 

So I suggest that, when one of the teams in CP has more players than the others, their score for keeping points goes up slower proportionally to the difference between the two teams. That is, if the blue team has 10 players and the red team has 7 players, the score of the blue team will go up 30% slower than the normal rate, regardless of whether they are currently winning or not.

 

This way, the team with less players can actually do something that matters to their score. For the team with less players, capturing one point is much harder, let alone keep it. If their score goes up faster than the enemy team's, at least their actions will have some sort of impact, instead of being the current situation: capture a point, get killed, lose the point, score goes back to was it was before in five seconds.

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Valid

[gmmd] [gmpl] [imprv]

It makes sense, although I'm not sure if this is necessary. We already have a system that lowers the leading team's score and increases yours, which allows you to come back from a loss really quickly. I mean, it's so quick that you can go from a 0-99 loss into a 50-49 lead in as little as 4 minutes, meaning that if a lot of good players suddenly join in the end, you can still win the battle fairly easily.

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Under review

[gmmd] [gmpl] [imprv]

It makes sense, although I'm not sure if this is necessary. We already have a system that lowers the leading team's score and increases yours, which allows you to come back from a loss really quickly. I mean, it's so quick that you can go from a 0-99 loss into a 50-49 lead in as little as 4 minutes, meaning that if a lot of good players suddenly join in the end, you can still win the battle fairly easily.

Oh, I didn't know that. Makes sense.

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Bad idea. The score in CP mode must go up higher more quickly. Most players play CP mode to earn more points, so lets make this game mode slightly more effective.

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