Increased team selection time + Com vote

Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
edited February 2012 in Ideas and Suggestions
Firstly, you should have more time to join a team, so the game doesn't start after a few seconds, but that you have at least a minute to join the teams.

Secondly while waiting you should be able to vote for a commander, that way we should have less teams ending up with no comm. Additional with options to opt-in/opt-out as commander.

(It works in Empires (hl2 mod) like this and I think it is a very decent system ;) )

Comments

  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    1. The round starts as soon as both teams have players.
    2. Voting a com isnt a good idea. You vote for a guys that maybe doesn't want to go com.
  • PersuaderPersuader Join Date: 2012-02-20 Member: 146988Members
    If someone wants to go comm, they should be able to apply for it. That way you get a list of players who are willing to do the job for the rest of the players to vote for. Savage 2 had a pretty good "skillranked" system for it. When the comm was decided the commander picked squadleaders to represent small teams of players. That way you usually ended up with experienced players as squadleaders able to make things easier for the commander and especially for newer players.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    some additional time before staring a round seems okay but 1 minute is way too long imo. maybe 20s instead of 15s?

    as for com vote i'm not sure if this is a good idea. in the end, it will result in always having the same people commanding without giving newbies / mediocre players a chance to give it a try.

    what i'd really like though, is the ability to somehow signal that you explicitly want to be commander or not.
    so you are in an "undecided" state by default, and you can change it to "want to com" or "don't want to com" as often as you like. this could help to reduce the who-will-be-commander-confusion at the beginning of the round.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Or you could beat both problems when you start the game only if both teams have a player in the Com-Station / Hive.
    This way you have time for other players to join the teams AND time to find out who wants to be com.
  • PersuaderPersuader Join Date: 2012-02-20 Member: 146988Members
    Another alternative could be that before the round starts players have to "ready" up or vote for the round to start. When the commander is selected and enough players have voted that team is flagged as READY. When both teams are done voting the gamestart countdown begins.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    +1 to both of those suggestions.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    <!--quoteo(post=1906584:date=Feb 24 2012, 03:04 PM:name=Persuader)--><div class='quotetop'>QUOTE (Persuader @ Feb 24 2012, 03:04 PM) <a href="index.php?act=findpost&pid=1906584"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another alternative could be that before the round starts players have to "ready" up or vote for the round to start. When the commander is selected and enough players have voted that team is flagged as READY. When both teams are done voting the gamestart countdown begins.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I thought about that aswell, but I think this is something targeted at competive matches because I somehow predict people not to vote.

    <!--quoteo(post=1906575:date=Feb 24 2012, 02:17 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Feb 24 2012, 02:17 PM) <a href="index.php?act=findpost&pid=1906575"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or you could beat both problems when you start the game only if both teams have a player in the Com-Station / Hive.
    This way you have time for other players to join the teams AND time to find out who wants to be com.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is simple but actually a pretty good idea imho, prefer it over mine :)
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Like the link in my sig. The round should only start when both teams have an active commander, with some sort of ready confirmation in the command menu.
  • PersuaderPersuader Join Date: 2012-02-20 Member: 146988Members
    edited February 2012
    <!--quoteo(post=1906613:date=Feb 24 2012, 10:56 AM:name=Omega_K2)--><div class='quotetop'>QUOTE (Omega_K2 @ Feb 24 2012, 10:56 AM) <a href="index.php?act=findpost&pid=1906613"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought about that aswell, but I think this is something targeted at competive matches because I somehow predict people not to vote.

    This is simple but actually a pretty good idea imho, prefer it over mine :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is how they do it in Quake Live and it works very well. Before the round starts players can run around in "warmup" mode and fool around and get their strategies sorted before everyone is ready. I think the vote system would be perfect for the competive side considering the fact that the teams are much smaller (compared to pubgames) and much more organised.

    QUOTE (_Necro_ @ Feb 24 2012, 02:17 PM)
    Or you could beat both problems when you start the game only if both teams have a player in the Com-Station / Hive.
    This way you have time for other players to join the teams AND time to find out who wants to be com.

    Propably a better solution to bigger public games where people are anxious to get the game going :)
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1906575:date=Feb 24 2012, 02:17 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Feb 24 2012, 02:17 PM) <a href="index.php?act=findpost&pid=1906575"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or you could beat both problems when you start the game only if both teams have a player in the Com-Station / Hive.
    This way you have time for other players to join the teams AND time to find out who wants to be com.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    Game should start when both teams have players, sure.

    A short time should be in-place before the round starts so players can decide on roles; i.e commander.

    A countdown timer would be nice.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    <!--quoteo(post=1906797:date=Feb 25 2012, 07:41 AM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Feb 25 2012, 07:41 AM) <a href="index.php?act=findpost&pid=1906797"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Game should start when both teams have players, sure.

    A short time should be in-place before the round starts so players can decide on roles; i.e commander.

    A countdown timer would be nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's still wrong. NS2 takes a lot of time to load. First players are ready after 30 s and after 45 round starts. Minute later latecomers finally connect. It simply has to be changed from load time + 15s to load time + 60 or 120. Server admin can choose wait time in Empires for instance clan match would use 300 s but normal public server would use 60 s.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2012
    Kinda silly, but lacking a Ready Room I can imagine why this is as such. But here clan matches would only start when everyone is loaded into the game anyway and the captains give the go ahead, they use the Ready Room for this. Public play is the problem...
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    NS2 is the only game I know, that players somehow are longer in RR than in the game.

    Maybe the round should start after 1min and then force all players to join random.
    It is anoying starting a game 2vs1 because of stacking teams. That was a problem in NS1 and still is one in NS2.
    In all the other game you join a team because the only thing you can do if you don't join is spectating. In NS2 you can fool around in the RR --> results often in latejoins because waiting isn't boring in NS2.
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    As much as I like the idea of game not starting til there is a commander there is a problem with loading times. The player who got the best computer will always be able to command not allowing others to have a chance to try.
    I think increased warmup time is the best way to go.
    --
    I have also noticed the issue with player taking to long to join game(mostly because they want to join marines/aliens and are unable to). In ns1 there was a plugin that fixed this. All players that had moved in the readyroom were automaticly randomed when the round started.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Would also like a random join system that can work in groups of two or greater, so random doesn't just simply put you on the smaller team, it gives you that actual chance to randomly be team assigned.

    Would prefer if the 15 second warm-up time before game start also was limited until at least some percent of the people in the server join either a team or spectator.

    The commander vote idea also has been tossed around for a while, but I haven't thought of, or seen what I would think would be a good implementation of it.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Another possibility is to institute a higher minimum number of players joined before the round starts. For example, only start the round after 8 people (4 on each side) have joined on a 16 person server.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1912624:date=Mar 13 2012, 01:37 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Mar 13 2012, 01:37 PM) <a href="index.php?act=findpost&pid=1912624"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another possibility is to institute a higher minimum number of players joined before the round starts. For example, only start the round after 8 people (4 on each side) have joined on a 16 person server.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1, a minigame mode would be perfect in the interim, but other than that, just waiting works as well, or practice mode, or the game restarts when it does hit that player threshold. All these work.
  • AnticeptAnticept Join Date: 2006-12-03 Member: 58875Members, Constellation
    Ready Room fights triggered by both people meleeing. Gives us something to do :D
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