Scalability

AssassinTeddyAssassinTeddy Join Date: 2010-10-31 Member: 74694Members
edited December 2010 in Ideas and Suggestions
Been noticing that NS2 feels like a lot more of a grind than NS, probably has a lot to do with the low player count in servers and the lack of weapon/class balancing so far, so it will likely change as the releases keep going. But it made me think of something - not too sure how viable it is though. Basically, wondering if it might work to have all buildings hp scale depending on the amount of players in the server.





With some rough numbers - If the max players is 16 per team, it would be aiming for an average of 10-12 as an average team size. Using that:

If both teams have 10-12 players, building health would stay at 100% (possibly up to 105/110% for 12 players).

This could then scale down to ~70%-80% if there are <6 players, and up to ~150% if there are 16 players.


So 2 skulks/marines on a 32 player server would take a building down in around the same time as a single skulk/marine on a 12 player server,

and either one will be done in ~3/4 the time of a single player on a 20-24 player server.




The idea of this is that regardless of server pop, the resource collection rate for a comm is still fairly similar and they're able to build around as many buildings. So this would allow individual players to have more of an effect in a low pop game, and let the game flow better. While promoting teamwork to be able to make any real distance in a high pop game.

If building hp came down too much in low pop it would make it too easy for one player to rambo through, so the main idea of this is to increase it as the player count goes up. Also, I know the alien comm was meant to help with scaling, but it is more of a balance fix - where this is meant more for scaling that players could/will notice as they play and will hopefully encourage attacking enemy structures with better support from your team.

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I like this idea a lot, but I'd advise it be kept as a <b>server option</b>, in case people prefer the strictly-vanilla method.
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    edited December 2010
    <!--quoteo(post=1820552:date=Jan 1 2011, 06:00 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 1 2011, 06:00 AM) <a href="index.php?act=findpost&pid=1820552"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea a lot, but I'd advise it be kept as a <b>server option</b>, in case people prefer the strictly-vanilla method.<!--QuoteEnd--></div><!--QuoteEEnd-->
    true that.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    I like scalable building HP based on number of players. Although I wonder how feasible it would be to implement. The number of players on a server can fluctuate, so the HP of buildings will have to change accordingly.
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    <!--quoteo(post=1820673:date=Jan 1 2011, 06:37 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jan 1 2011, 06:37 PM) <a href="index.php?act=findpost&pid=1820673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like scalable building HP based on number of players. Although I wonder how feasible it would be to implement. The number of players on a server can fluctuate, so the HP of buildings will have to change accordingly.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yep, but good thing for % changes, this will help balance it, might need more maths equations to implement to even things out, but it'll get the job done.
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    I certainly hope 32 players pop up, along with custom maps that are very large. The game feels so cramped right now, NS1's maps seem gigantic by comparison, dunno why.
  • AssassinTeddyAssassinTeddy Join Date: 2010-10-31 Member: 74694Members
    Heh same as above, i have no idea how this could work in the code, it'd be great to know what someone with some experience thinks of this. :)

    But team sizes etc are already being tracked so hopefully there would just be a counter for team size and they could use that to have health scale dynamically as players join/leave. Not sure what kind of load that would require on servers though, might just be able to do it within a range of player numbers, so if another 2 connect/disconnect theres a health in/decrement.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Not a huge fan.


    Let mappers handle the congestion problem by making bigger maps geared towards larger teams. I recall NS1 had an auto-map rotation that was based on current number of players in the server, so it would pick maps that were larger when it was populated and small combat maps when not.


    Another viable option is do what BF2 does. Have variations on a map based on optimal player sizes. It's the same map, but more regions are unlocked in the 32-player version than than 12-player version, which lets the action spread out over more territory. Then just let the server pick the right sized map for the number of players.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    NS1 didn't have problems with player count and structure health.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2011
    The scalability issue was different in NS1 though - it was based around teams and the resource model. Balanced for 6v6, but if less, Aliens had an advantage, if more, Marines had an advantage.

    This is a different issue. It's about making each player contribute more to the game, and reduce the grindiness in smaller games.

    I do worry about higher tier weapons and aliens though; contributing too much. With lower hp buildings in a small game, a fade could rip apart a marine base by himself even moreso than he does now.
  • AssassinTeddyAssassinTeddy Join Date: 2010-10-31 Member: 74694Members
    NS1 didn't really have problems with player count but it did have problems with balance depending on the player count.

    Yeah definitely have to agree on that Hari, that's why I was thinking only a 20-30% (probably 25%) drop for the minimum and up to 50% or so for higher. Once you start to bring hp for buildings down you'd really have to worry about that one good fade or the guy with a gl, etc.
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    I was playing on a 32 person server yesterday, and Aliens raped us. They had like 5 Onos and kept consuming every guy in heavy armor and running away.
Sign In or Register to comment.