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Unbalanced teams: larger team has restricted supplies


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GRAIT IDEA!!,i am sick of unfair battles!

 

i suggest that their should be a specific amount of drugs you can use (even in DM) according to the balence of team members

 

for example:

if it's 10v8: the bigger team can use only 4-6 repair kit (for each member),6-12 for other supplies

if it's 10v5 or less: 2-4 repair kit (for each member),4-6 for other supplies

 

notes:

-the game should consider the amount of active and serious members for each team

-if you join the battle once,reuntering it will not refresh the amount of supplies youre able to use untill the battle is over

-for DM according to your strenght the amount of supplies you can use will be detrmined,for example if youre using an m2 combo and almost everybody has m0-m1 you wont be able to use your dugs alot (2 repair kits,6 for other supplies),but that does not mean if you have the same strenght as everybody else will make you use drugs alot but about 4 for repair kits and 6 for other

 

this should be very bad news to coward druggers as if alot of tankers are sick of them  :angry:  :excl:

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I would rather suggest an auto team player changer that makes teams more balanced

 

What's the use of buying supplies if in some battles we won't be allowed to use it?

Fairness.

 

8 vs 8 and you want to use more supplies than enemy - fine. Their choice to use/not use.

 

7 vs 4 and you want to pile on supplies too (plus - you very likely have all the drops with > tanks) = garbage battle.

Winning because you have more tanks is a cheap way to win.

Increased cool-downs just means you can't leverage your advantages as much.

 

How would your "auto team player changer" make the battle even when, after it starts, players drop out and it is 7 vs 4?

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Under review

 

Similar idea: Disable supplies in unbalanced battles

 

I changed the title a bit and I suggest that you also change your idea, because completely disabling supplies for the larger team is way too harsh. Don't forget that a tank with DA, DP and repair kit is equivalent to 8 identical tanks without supplies, and that's not counting the advantage from speed boost and mines. So completely disabling supplies would only make sense if the game was a 2 v 8 or a 3 v 12.

 

A much more logical choice here would be to increase supply cooldowns for the larger team. So, for example, for every player the larger team has more of, they get +3 seconds to each supply cooldown value, therefore a team that has 5 more players would need to wait 15 seconds longer before using each of their supplies. The numbers are just an example - please only judge by the concept itself.

Just variation on that idea would be to put the larger team on a team cooldown rather than individual... doesn't take supplies right away, but it would certainly slow down how many get activated across the team.

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I would rather suggest an auto team player changer that makes teams more balanced

 

What's the use of buying supplies if in some battles we won't be allowed to use it?

Are you going to be able to shift your current stats to the opposite team?  I used to swap teams quite a lot, unfortunately crystal distribution puts a very big damper on this, as you end up with nothing, because you lose your battle stats each time.

 

Aunty

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Just variation on that idea would be to put the larger team on a team cooldown rather than individual... doesn't take supplies right away, but it would certainly slow down how many get activated across the team.

Nah, that's terrible. I wouldn't want my supplies to be limited by my teammates, who have no idea how to use supplies properly and how to activate them at the right time. I'm not saying that's the case with me personally, but most players believe that they are the best player in the battle and anyone else who uses up their resources will ruin the game.

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Nah, that's terrible. I wouldn't want my supplies to be limited by my teammates, who have no idea how to use supplies properly and how to activate them at the right time. I'm not saying that's the case with me personally, but most players believe that they are the best player in the battle and anyone else who uses up their resources will ruin the game.

Probably more the reason it'd work.  I concur with some exceptions, most players seem to think they're the best, and there are those that seem to spend more time pressing supplies buttons than playing.  However it's only taking away the option to use at free will under limited circumstances. So.. as much as you may not like it, it should work as a mechanic :)

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My suggestion is to add balancing mechanics to team battles to stop players from leaving a one sided battle. In team battles if the battle is one-sided, for example 71 - 20 the winning team will not have any supply boxes drop until the score equals out. Same goes for CTF 6 - 0 boxes will stop dropping completely BUT ONLY on the winning team's side. On the losing team boxes will drop twice more often. When the score is close to each other, for example: CP/TDM; is only 10 points off the balancing mechanic won't activate. Once it hits 20 it will start activating. Same goes for CTF, once the team gets 2 more points e.g. 2-0 or 5-3 the balancing mechanic will activate. Garage supplies will not be disabled for any teams, but the overdrive will be disabled for the winning team. The losing team won't get any speed ups on the overdrive however it will still be active. However, if the winning team manages to break into the losing team's base they can still take boxes from their base, but none will be dropped in their own base. This will balance out teams and stop players from leaving that often. 

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Topic merged

 

I know it's not identical, but it's practically the same thing. Both ideas (yours and the one this topic is about) suggest that the losing team should have more supplies.

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