Joining Game in progress res
ZerZex
Join Date: 2011-12-05 Member: 136715Members
Just an idea (not sure if this has been brought up yet) but when joining a game in progress in the end game and you start of 0 res its really hard to get in the game, Is there any chance of maybe of averaging the res of each player on the team and giving the new player then average so joining a game in progress your a bit quicker in getting into the game?
Comments
It would be nice, however, to be able to see the game time and overall stats for a server in the server browser, so I can choose to join a server that has a game that has just started (or looks like it's about to end) if I wish.
However, DarkOmen, you're wrong that resources are finite. Team resources are finite (with respect to time), but personal resources (the total for the team) are indefinite.
Simply:
PRtotal "per tick" = N(Players) x N(Towers) x PR "per player" "per tower" "per tick"
Contrast this with TR (or NS1's system):
TRtotal "per tick" = N(Towers) x TR "per tower" "per tick"
-Why is this PR system good?
The game scales with team sizes, independent of the number (or accessibility) of resource points (and therefore, map size/design). (Also stuff like giving everyone a decent shot at trying everything, and your loss of an advanced weapon / higher lifeform not being such a big deal for the team as a whole.)
-Why this bad?
The RTS side of the game (resource acquisition and management) is less pronounced, because the RAW number of advanced weapons / higher lifeforms that a TEAM can support does not rely on holding a certain number of towers, the number of towers now simply determine "how often" EVERY PLAYER has access to an advanced weapon / higher lifeform. (Also stuff like how advanced weapons / higher lifeforms are still balanced on a "resource cost" basis, even though "resource cost" is meaningless because PR is indefinite.)
Massive tangent there, sorry.
<!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro--> That is a troublesome barrier most aren't willing to cross when the player per team numbers aren't balanced. Making the occasional game losses caused by a few players leaving or dropping kind of agitating.<!--colorc--></span><!--/colorc-->
Ah yes, I was actually aware of that. I was measuring the value of a single player in a world where team sizes are constant and even; probably a naive thing to do considering joining/leaving a game inherently changes team sizes. :/
<!--quoteo(post=1893533:date=Jan 11 2012, 06:53 AM:name=maD maX)--><div class='quotetop'>QUOTE (maD maX @ Jan 11 2012, 06:53 AM) <a href="index.php?act=findpost&pid=1893533"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about a game history such that if i get dropped and rejoin it sees me and gives me back my 80 res... instead of seeing me and giving me 0 ... :(<!--QuoteEnd--></div><!--QuoteEEnd-->
Absolutely a good feature.
It is, a bit, considering the topic's about joining a game. :P
But what I responded to was your proposition that "finite resources" were a balance mechanic (though it's tangential to this topic's discussion), even though frankly, it isn't a balance mechanic. It was in NS1*, and in terms of tech-progression I guess it is in NS2 (sometimes to detriment), but overall, NS2 doesn't use resources to balance, especially on a "unit" basis, but sometimes tries to (to detriment, and the false sense that higher cost translating to higher power is an always-okay thing).
*The number of towers (resources) you had determined the number of advanced weapons / higher lifeforms that you could field; unfortunately this didn't scale so well, and sizes other than 6v6 would lead to one team or the other being favoured, so the game was singly balanced for a 6v6 game-size by necessity.