Unix Posted March 30, 2008 Report Posted March 30, 2008 Well, we've complained how unbalanced they are, so how about some suggestions on how to fix it instead? Quote
Suicide_Run Posted March 30, 2008 Report Posted March 30, 2008 Make a Freq-Locking System. The system calculates the total exp of freq 0 and 1. If a certain Freq A has exp of 7500 more than another Freq B, lock Freq A so no one can enter it. This means anyone who tries to enter after lock will be put into Freq B. The lock stays until Freq B is within 500 exp or more exp than Freq A. Since the attacking freq on average usually has less players who has played for a period of time, this will benefit them by either allow them to get more players with more experience or just more players in general. This allows them to get the advantage they hopefully need since players with more experience usually means they have more money cause more kills = more money. And they usually have a better equipped ship. Another thing is that this system reduce the chance of any spectators hopping to the more advantage/defending freq. So you either get a team with a limited amount of high experienced players, a mix of new/experienced or a swarm of new players. The difference in exp for lock to be in place can vary as time since reset increases as well as the exp amount for when a freq is unlocked. Quote
Syrith Posted March 30, 2008 Report Posted March 30, 2008 Make the maximum priv size to be 1/4 of the current zone population. Quote
Sass Posted March 30, 2008 Report Posted March 30, 2008 Hyperspace needs more control mechanisms. laf. Quote
JeesPoks Posted March 30, 2008 Report Posted March 30, 2008 Make a Freq-Locking System. When there is a basing game and attacking team will !@#$%^&* and stop attacking, defending team will stay at, lets say, 40000 exp.MANY wants to get to the 'defending' team and they try to HOP and since the game already is like .. 15 vs 7 .. it gets ruined cause none wants to get to the 'sucky' team The best team evening sake is when server crashes, none can say a thing and teams will reform, maybe more evened, maybe not..But I would prefer the evening to be the mods' job.. Kinda lame but it's really so easy Problem is i have only once seen mod 'evening' teams .. and that was really worth it, teams really GOT evened, Geez Rare Mods are ment to be annoying, mean.. If you wanna keep everything in condition, you have to be annoying.. that is why you get degranted if you swear or cuss, it will keep the zone 'nearly clear' of annoyed spammers :> I know it's annoying to get evened to the 'sucky' team or if you get degranted 10k for saying !@#$%^&* you to mod, but it's the Law Quote
vetta64 Posted March 30, 2008 Report Posted March 30, 2008 I think Sharp started a game a few months ago where captains actually picked teams before the flag game started up to a certain amount of people, and the rest were evened this could be fun every once and a while maybe in a seperate arena or something. I think the jackpot was jumped up to like 50k after the teams were picked to start the game going. Quote
JeesPoks Posted March 31, 2008 Report Posted March 31, 2008 The picking sounds good It would make basing very even.. at least if there are caps who know ppl well Quote
Syrith Posted March 31, 2008 Report Posted March 31, 2008 Picking will end up in even more unbalanced teams. One team will have a good captain that picks all the good players (who want to join) while the other team has a bad captain and when he picks good players, they'll say they aren't playing, or even worse, the good players will just cause damage to the team they don't want to be on, until they get kicked out and join the other team. Quote
Weed Patrol(gold) Posted April 1, 2008 Report Posted April 1, 2008 Picking will end up in even more unbalanced teams. One team will have a good captain that picks all the good players (who want to join) while the other team has a bad captain and when he picks good players, they'll say they aren't playing, or even worse, the good players will just cause damage to the team they don't want to be on, until they get kicked out and join the other team.Isnt that why we have mods? They could control whatever situations that come up. Quote
Syrith Posted April 2, 2008 Report Posted April 2, 2008 Picking will end up in even more unbalanced teams. One team will have a good captain that picks all the good players (who want to join) while the other team has a bad captain and when he picks good players, they'll say they aren't playing, or even worse, the good players will just cause damage to the team they don't want to be on, until they get kicked out and join the other team.Isnt that why we have mods? They could control whatever situations that come up. Most of the HS staff don't actively moderate the zone. The only time it'd be moderated properly would be when it's an actual HOSTED event, when the staff are giving it their attention. Quote
vetta64 Posted April 2, 2008 Report Posted April 2, 2008 The instance I was refering to WAS a mod hosted event, and was even. It was like being picked for middle school dodge ball. The captains did a great job. The moral of the story was we all had fun that day . . .until the server crashes. Quote
Dagger171 Posted April 7, 2008 Report Posted April 7, 2008 Whatever happened to those friday basing events? I think I only played during that event once or twice but I remember it being fun. Quote
Matrim Cauthon Posted April 8, 2008 Report Posted April 8, 2008 maybe more people should start making rushing ships? i've only seen about a few rushers on atkers most of the time with an excess of gunners/bombers that just wallbomb and stay back until rushers start joining from defender freqs, or do people need their cyclone before they can actually rush? Quote
Suicide_Run Posted April 8, 2008 Report Posted April 8, 2008 They r just too cheap to rush properly mat. I played a few times on attacking freq where half of the players tries to bty while attacking. While the rest does fly forward + shoot and you get 1-2 people actually repping. Quote
Unix Posted April 9, 2008 Author Report Posted April 9, 2008 Problem is there's very little incentive for people to actually want to rush. Especially if you're alone. Quote
Deathmonger Posted April 10, 2008 Report Posted April 10, 2008 I really like Sui's exp-based freq evener idea. Quote
Matrim Cauthon Posted April 10, 2008 Report Posted April 10, 2008 maybe someone should make a "how to rush" and "how to make rush ship" guides, since i still see people asking how you make a rush ship Quote
Eclipse144 Posted April 10, 2008 Report Posted April 10, 2008 Or maybe the Private freq holder should increase so that People who Know how to rush and actually can rush can take base while other people who think they know how to rush but doesn't want too. Also too many people hop to other freq when one freq either gets wiped out or base taken by other freq. Either you should lower the cost of repel and burst and allow ships to hold more so they only have to buy every now and then or make captains in which to pick teams (this is basically a private freq). In a priv freq they pick only the best players in which is what they need for the small amount of people allowed into a private freq. Quote
enigma- Posted April 11, 2008 Report Posted April 11, 2008 True dat wit repels and bursts. Rushing wit dumb pub makes waste of money and time. After the other pub sees how hopeless it seems, they jus clear and win xP. Aint that hot. People rushing wit dumb pub mite as well quit playing and Quote
Unix Posted May 3, 2008 Author Report Posted May 3, 2008 Eureka Teams are centralized around a few things, but probably one of the most important things about a team is the lanc itself. Instead of trying to even teams with everyone, why not even teams with the lanc's in game. There are only so many lanc's and even fewer good lanc's out there. So it wouldnt be all that hard to try and rank the top lanc's and make it so that they find it harder to get on the same team or even better yet, make it so these specific lanc's are the ones who hold the responsibility of making sure the flag games get started. From my own experience, it's the lanc's who are able to start flag games and if done properly can do it quickly. Because of this though, obviously the lanc should get some benefits. Like increased leech money, greater leech prox, or a mixture of both. Something to help compensate for the forced evening put upon them. The biggest thing will be though, the top lanc's will not be allowed to be on a team of privs. This way, the priv teams will invite newer players with lanc's onto their team, since they're forced to, and the newer lancs will become better faster. So basically... If you're on a good team with a good lanc, and the other team doesnt have a good lanc, you're not allowed to go lanc until they also receive a top tier lanc. If you organize the lanc's and make sure top lanc's dont get on the same team unless it's fair, such as two and two top lanc's, then I think that would be fun. At the same time, you might also want to organize the top rushes in game, etc, rather than trying to calculate "power" based on exp/money/ships alone, since that doesnt really prove anything. Quote
Exiili Posted May 3, 2008 Report Posted May 3, 2008 (edited) Easy. Everytime you win a flag game you get a Value point. Now the public team's value points must be somewhere near eachother, say in ~10% range. Now a good player leaves his nooby team to join the other good team, BUT !@#$%^&* you! he can't because the other teams value points are too high even though they have less players and the players that join the game are also placed to the team with the lower value points. Edit: Oh yeah. Lancs get extra Value points.Edit: And leech more money. Edited May 3, 2008 by Exiili Quote
Aishi Posted May 3, 2008 Report Posted May 3, 2008 (edited) @UnixBad idea.if i had a decent lanc and i didnt want to lanc, or if i was the one that got flags, and also one of the only 2 lancs in the arena at the time, i DEFINITELY would not want to be evened, especially if im put on a bad team. you're basically forcing people to lanc, and if it were up to me, i wouldnt lanc for the other freq even if it meant increased prox range and stuff. Edited May 3, 2008 by Aishi Quote
Unix Posted May 3, 2008 Author Report Posted May 3, 2008 No, not technically a forced evening, but more along the lines of... If your team already has a good lanc while the other team doesnt, you cant lanc. This basically is trying to prevent all the good lanc's to be not only on at the same time, but on the same team. At the same time though, if you have a lanc ship and you're in spec, you'll be put onto the freq with a lack of a good lanc and lanc for them. Like I said though, because of this, the lanc's will also get the benefit of more leech money and or more prox leech. ------------------------------------ Problem with value points or what not is that newbs get high value points at times because of hopping, etc. My lanc idea is ranking them publicly, or through some kind of method through human means. Also, if that doesnt work, then the rushers can also be organized in such a category. This is a lot easier to do that sorting the entire population into value points, since there are only so many good rushers/lancs. Quote
enigma- Posted May 3, 2008 Report Posted May 3, 2008 So, everyone talked about it, brainstormed ideas, and approved. When is any of this going to be put into action? Quote
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