An Idea To End Team Stacking

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Comments

  • RedDragonGeckoRedDragonGecko Join Date: 2002-12-11 Member: 10564Members
    Maybe someone could make this a plugin?
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <!--QuoteBegin-Stakhanov+Feb 16 2004, 05:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Feb 16 2004, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It wouldn't hurt if Flayra himself took the time to post "don't worry , I still check S&I regularly" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well he hasn't quite said that... But over IRC he did say that the only reason the S&I forums exist is to keep that crap out of the other forums <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I would rather see the team balance plugin make its way into ns as a server variable. For those that dont know how it works, it starts a timer and gives you 15 seconds to switch or it will take someone and switch them. Now with the new scoreboard it could easily take the lowest scoring player and not accidentally grab the comm or someone good as technically your lowest scoring player is the worst.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    edited February 2004
    <!--QuoteBegin-Revenge+Feb 17 2004, 04:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Feb 17 2004, 04:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...over IRC he did say that the only reason the S&I forums exist is to keep that crap out of the other forums <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    In that case , the mods might edit the FAQ to add a warning to regulars in very small , blue fonts : "this forum is never checked by the devs and any suggestion posted here will have a 0% chance of being implemented , so don't bother posting constructive , well thought out ideas unless you just want to impress others" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Malakai1Malakai1 Join Date: 2003-09-14 Member: 20845Members
    This still won't help the all to common situation of 8 vets+constellation members on one side, and 8 pub hopping beginners on the other.


    I never saw the appeal to a stackage game :confused:
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    How about a metamod that monitors the teams.

    When it detects imbalance it could put a count-down on the screen and if the teams aren't fixed it bans 1 person at a time from the unfair team until they are even.
  • raqualevangelraqualevangel Join Date: 2004-02-11 Member: 26435Members
    <!--QuoteBegin-Turkey22+Feb 17 2004, 11:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Turkey22 @ Feb 17 2004, 11:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would rather see the team balance plugin make its way into ns as a server variable. For those that dont know how it works, it starts a timer and gives you 15 seconds to switch or it will take someone and switch them. Now with the new scoreboard it could easily take the lowest scoring player and not accidentally grab the comm or someone good as technically your lowest scoring player is the worst. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    /agree

    but i'd rather <b>have the server auto even teams every minute based on play time.</b>
    i think play time is a much better idea
  • Tempting_the_port_that_servesTempting_the_port_that_serves Join Date: 2004-03-03 Member: 27104Members
    11V1

    100% damage reduction.....
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    well, once the balance is off by 4 the game ends. (or mabey it was a % or sometihng, though I think the number was 4)
  • Trent_HawkinsTrent_Hawkins Join Date: 2003-03-25 Member: 14875Members
    edited March 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 11V1

    100% damage reduction.....<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Um... I'd just like to point out that in 11v1, it would be 90% reduction; it allows for up to 1 extra player.
    And auto concede should kick in well before then anyway


    Anyway, I like this idea, as well as the suggestion to make it nerf the armour of the larger team instead. Perhaps have it randomly choose one of these for every extra player.
  • Deadly_PencilDeadly_Pencil Join Date: 2004-02-04 Member: 26031Members
    so lets see. situation... marines are loosing. half there team leaves like usuall. aliens get 50% damage reduction. you get the marines hiding out in there main base camping... aliens cant kill them because there damage sucks so much they cant kill any buildings etc. game going on forever. or marines do one of there breakouts and manage to do a comeback.
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    edited March 2004
    <!--QuoteBegin-Deadly Pencil+Mar 16 2004, 11:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Deadly Pencil @ Mar 16 2004, 11:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so lets see. situation... marines are loosing. half there team leaves like usuall. aliens get 50% damage reduction. you get the marines hiding out in there main base camping... aliens cant kill them because there damage sucks so much they cant kill any buildings etc. game going on forever. or marines do one of there breakouts and manage to do a comeback. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Exactly, aliens get penalised for not balancing the teams.

    There needs to be some kind of incentive for marines going over to aliens half way through the game, I never have a problem evening teams when they're 7 vs 4 in the aliens favor, at least I know I can go over to the other team and contribute something. Going from marine to alien half way through a game is torture, you start off with zero res and dont stand much chance as a skulk vs. upgraded marines, gimme 25 res for evening the teams and I'm happy.

    If teams are unbalanced in the marines favor and I'm on marine I'd rather just F4 and get some coffee or something.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    yes that is exactly the problem. people who, when they are losing, leave the game thus making it unbalanced. now you have caused that one of the aliens, possibly someone who has been playing since the start of the round, is forced to switch over to the losing team. why is he the one who has to suffer from another person's ignorance?
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    The reason why the original poster's idea is so good is because it doesn't force anyone to do anything. If no one on the stacked team wants to change sides, they don't have to.

    And to be quite honest, by the time the game is winding up, that +/- 20% damage isn't really going to amount to much. However, the numbers are going to be important in the early game, which is exactly when you want to encourage people to even out the teams.
  • ev0l_Zuesev0l_Zues Join Date: 2003-01-14 Member: 12278Members
    <!--QuoteBegin-Deacon+Feb 15 2004, 12:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Deacon @ Feb 15 2004, 12:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Retales+Feb 15 2004, 06:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Retales @ Feb 15 2004, 06:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think it has to be that difficult. Instead of damage reductions or anything like that, the stackers should be put to the opposite team than what they are stacking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    1. Doesn't address imbalances due to players leaving.
    2. Prevents people from joining the same team as their friends.

    #2 is especially irritating if you're playing in the same room as someone. Suddenly, you can't look at each other's screens or talk about the game.

    This is why I like the damage thing. It's coercive, but it doesn't actually force anyone to join a particular team.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    1. This doesn't need to be, and imho, shouldn't be fixed. As Forlorn stated, when people start dropping from a team, it's almost always because the team is losing or performing horribly. You don't reward teams for doing badly. In the rare cases where some guy and his girlfriend are playing, and they decide they'd rather be ... well, use your imagination... oh well. Just F4 and start over, it wont end your life (REALLY! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )

    2. ... I'm at a loss on this one. Oh Em Gee!! Two friends on the same team? The end is near... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    Come on guys... this is another non-issue.

    ** Please note: This post was made with a smile on my face, in a light-hearted nature, and should not be construed to be a flame, a dis, a smack-down, or otherwise rude. Thank you.
  • PhoebusPhoebus Join Date: 2003-05-15 Member: 16339Members
    edited March 2004
    Damage modification to counter-balance stacking should only affect marine weapons because they are the less susceptible to rounding issues.

    The formula should be:
    Damage = Damage * AlienPlayers/MarinePlayers

    For example:
    9 Marines vs 9 Aliens... Marine weapons do 100% (normal) damage. L0LMG does 10 damage per bullet, it takes 9 bullets to kill a skulk, 81 bullets total, 9 bullets per marine.
    10 Marines vs 9 Aliens... Marine weapons do 90% (9/10) damage. L0LMG does 9 damage per bullet, it takes 10 bullets to kill a skulk, 90 bullets total, 9 bullets per marine.
    8 Marines vs 9 Aliens... Marine weapons do 112.5% (9/8) damage. L0LMG does 11.25 damage per bullet, it takes 8 bullets to kill a skulk, 72 bullets total, 9 bullets per marine.

    With this formula, it always take (rounding issues aside) 9 L0-LMG bullets from all marines to kill an all basic skulk alien team.

    The damage modification should only apply when a marine players attacks an alien player. (Marine structures do normal damage to alien players, and marine players do normal damage to alien structures.)

    The damage bonus/penality isn't enough to balance the game, mainly because there are other factors that advantage teams with more players. But it will help make the team with less players more fun to play, hence players will tend to prefer joining the team will less player thus removing the team size imbalance.

    Just think about it this way: 2 marine vs 10 aliens. The marines do 500% (10/2) damage, 50 damage per LMG bullet, 100 damage per pistol bullet.
    Those two marines are having a blast, yet, they have little chance of winning the match.
    But even if the marines lose, I'm pretty sure you'd rather be one of the marines than one of the aliens.
  • MastertanMastertan Join Date: 2004-03-16 Member: 27368Members
    I dunno who brought it up, but I think its a very good idea. Give the team with 2+ less people on it more res per tick.

    This game is run around resources and teamwork. You need people to have teamwork and you need resource towers. I think they are inversly proportionate for this example, ie if there are less people on the team give them more resources. This way if its a 10 vs 7, there will be less gorges (in my experience this is what happens with a few exeptions)

    Naturally there are some problems and I am open to critisism but I think the concept is worth playing around with.

    Regards

    P.S. I have never felt I needed to post about anything else
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Messing with res and damage is a bit over the top tbh...

    Just change the respawn rates, the smaller team wouldnt respawn any faster than normal, but the team with too many people would respawn slower...
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin-Phoebus+Mar 18 2004, 06:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phoebus @ Mar 18 2004, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Damage modification to counter-balance stacking should only affect marine weapons because they are the less susceptible to rounding issues. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I thought about this, but figured it would all balance out with alien attacks against structures. While it would still take 2 bites to kill a marine, taking out a res tower 20-30% faster would be nice.

    That being said, I think your solution addresses a more significant problem, which is that 2v5 is way more unbalanced than 12v15. I think this could be combined nicely with the auto-conceed threshold. At 1v4, the game should end. At 11v14, the game system should subtly encourage players from the larger team to either swap sides or finish the game.
  • ShadeShade Join Date: 2002-10-14 Member: 1498Members, Constellation
    I just wanted to add that I really liked some of the ideas presented here and I hope at the very least some kind of plug-in is developed so that this could be implemented on servers that agree with the concept.
  • StormLiongStormLiong Join Date: 2002-12-27 Member: 11569Members
    What happens when you have a MAJOR imbalance like 15 vs 3?
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    <!--QuoteBegin-StormLiong+Mar 24 2004, 10:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StormLiong @ Mar 24 2004, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What happens when you have a MAJOR imbalance like 15 vs 3? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The 3 guys should just F4.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin-StormLiong+Mar 24 2004, 10:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StormLiong @ Mar 24 2004, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What happens when you have a MAJOR imbalance like 15 vs 3?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Auto-concede is already implemented in NS. This problem has already been solved. It does not impact any of the suggestions in this post.
  • john_sheujohn_sheu Join Date: 2004-02-26 Member: 26917Members
    Actually, couldn't all these ideas be done in meta-mod?
    That way, these "optional" things can be left out of NS
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