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Posted

How to theoretically make the teams balanced. The system uses new points you ac!@#$%^&*ulate by winning flag games. This is a hidden statistic eg. you can't see how much Vps do you have, to prevent abuse.

 

When you win you're rewarded with 0-10xp. The xp you get seems to be decided by how many people are playing and how big the jp is. That xp isn't really worth anything, but that system is the base on how to give people value points.

You runwin when there's 2 people playing = 0 Vp

Big flag game with 30 people and 50k jackpot = 5 Vp

 

Those with 0-10 value points are treated differently from others. The system tries to keep the amount of these players equal in both teams. So both teams have pretty much the same amount of new people.

 

Then we have the pool for 11-100. The value points are totalled freqwise and then tried to keep even, by adding the incoming players to the weaker team vp wise. Most of the players should be in this pool. Ensuring that they can't reach over 100 vps we're going to have the vps drain away faster the more you have them (1 or 2 a day?) and make the vps increasingly harder to get

- 0-25 = normal vp gain

- 25-50 = 75% vp gain

- 50-70 = 50% vp gain

- 70-90 = 20% vp gain

- 90-100 = 5% vp gain.

 

Final pool is for the people who have over 100 vps. Again the number of these players on a freq are kept even. Only elite people or those who constantly win while lancing are on this category. The lanc will get a vp multiplier depending on how many people attached to him.

eg.

You lanc for an hour then your team wins = hundreds of attaches = 10x vp gain

You lanc for 5 minutes then your team wins = some attaches = 1x vp gain

 

When you join the game you'll be placed on freq x and the system checks your vps and determines how you will be placed then adds you to that team.

 

If the system works like it should, then we could add something to decrease the jackpot when the teams are horribly uneven to encourage winning that !@#$%^&* and starting a new flag game, or in some rare cases you might see someone actually hop to the losing team.

eg.

other team has 7 players with total value point of 30 and the other team has 14 players and vp of 362. This is deemed as an unfair situation and the jp will start to go down.

 

Only problem is that when a private freq is playing and the people are so lame to organize an entire public freq to spec to trigger that jp-removal thingy.

 

 

GROAN AT WILL

  • 2 weeks later...
Posted

Well exp would have to be taken into this also. The only 2 flaws I could think of was:

 

1. If you play a lot, you get a lot of VPs, putting you always on the sucky team so you can't win too many games.

 

2. Make new account -> join best team since 0 VPS win jp and transfer to main.

Posted
1. If you play a lot, you get a lot of VPs, putting you always on the sucky team so you can't win too many games.

 

2. Make new account -> join best team since 0 VPS win jp and transfer to main.

 

Defence.

1. It's the purpose of the system to put the good players to the sucky team, in order to create some balance. It follows this simple equation:

If you win alot of flag games with high jp and many players = you get alot ot vps = you must be good

then trying to balance the amount of good people in the freq. Either by placing 3 mediocre players to the opposing team for any good player on the other freq and/or balancing the amount of good people on both freqs.

 

2. The number of 0-10 VPs people are kept equal. It would be possible to jump on the good team, but it still would be harder to hop than it is now, because you don't know the amount of 0-10Vps players. And if someone actually goes through the trouble of creating a fake-nick and joining/speccing the game enought times to be placed on the winning team a bunch of times, because you can only give money when you have over 10k. They deserve to have the money.

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