cRPG

cRPG => Suggestions Corner => Topic started by: Rumblood on March 24, 2012, 04:33:41 pm

Title: One possible solution to round draws
Post by: Rumblood on March 24, 2012, 04:33:41 pm
When the timer ends, the team with the numerical advantage wins. eg. If one team has 10 players and the other has 1, the team with 10 players wins. Once the clock is below 2 minutes, if no damage has occurred within 15 seconds, MOTF spawns automatically. Perhaps a minimum superiority would need to be required, ie odds greater than 3 to 1. That way 5 players can't avoid 4 for a win.

This has some issues in that a couple lvl 10 cavalry can avoid that lvl 34 Tank that would whip their asses once the clock is low enough that the Tank can't get to the flag in time to lower it. So an additional fix might be added that once the MOTF is spawned, the timer is disabled. However that would also enable endless delaying of the rounds if neither party went for it. (Hey, the ability of the community to find ways to grief itself is boundless)

Not perfect, but it could resolve some of the round end issues.
Title: Re: One possible solution to round draws
Post by: Rainbow on March 24, 2012, 05:08:29 pm
No.  It is easy.  If there is 30 second left just make a sudden death round where everybody still alive is black lined and they spawn in the center of the map w/ a cage surrounding them. 
Title: Re: One possible solution to round draws
Post by: Zlisch_The_Butcher on March 24, 2012, 08:02:19 pm
If there are 30 horsies with xbows (I understand the issue is ONE horse-xbowie, but this is just to prove my point) vs eight infantry hoplites then who would actually win?
Make MoTF flags spawn at one minute left, always, and if a single teams remaining troops hasn't taken damage in 30 sec (this doesn't count in first 30sec) then auto-flag.
Title: Re: One possible solution to round draws
Post by: RibaldRon on March 25, 2012, 08:08:42 am
MOTF should spawn, in the open, regardless of if there's been any recent action.  Problem solved.

I don't really like the idea of the numbers advantage, personally - I have been in situations where the round was a draw, the teams were 3 on 6, but the 6 people were all no-gear leechers who somehow avoided the cav charge to spawn.
Title: Re: One possible solution to round draws
Post by: Bulzur on March 25, 2012, 01:33:54 pm
No.
If there's one shielder vs 3 archers, and the archers are constantly kiting the shielder, then it's definitely a draw. And if the shielder is actually trying to go and kill the archers, but they just run away, then he did all he could, and his team doesn't deserve to loose. The draw is the only viable solution.

Playing with numbers doesn't mean anything, there are also other factors, shields, horses, skills, ...

What i'd love to see, is an anti-fleeing option when there's less than 10 players. This way, thoses archers won't shoot shoot, run away, shoot shoot, run away, shoot shoot, draw.
Because of course, the shielder with his shield up is kinda... slow. I'm an archer myself, but it always looks so silly... and useless, and boring. Thankfully, we do have some reasonable archers in EU who understand, and agrees to get killed, since the shielder did a fine job, and that's how it's supposed to end. They're not just running around picking up arrows, etc...
Title: Re: One possible solution to round draws
Post by: Rumblood on March 25, 2012, 04:43:48 pm
Just trying to give the devs options. I prefer the MOTF to be fixed, but I have no indication of them thinking that is something they want. They have their own ideas of how the game should go and it may not always coincide with ours.