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Posted

Don't know if this is the right section, but my idea is this:

 

Money multiplier should be based on how much exp a team has in ratio to the other, and since we all know that people love to stack teams it may prove to be useful. For example rushing on a team that has lower total exp than the other may prove to be slightly more profitable despite the constant rep + burst buying, this should encourage more people to rush.

 

What you think?

Posted (edited)
I've heard worse ideas. If we don't manage to get a freq balancer in the next couple of weeks, I'll probably implement a solution like this.

 

I don't think literally switching players is a good idea, they should eventually want to do it voluntarily... it made me relatively mad when I was switched frequencies to balance the teams... And spend about 1 reset abusing it switching other people :\

Then again, would have to see it to say it is failing.

Edited by Russky
Posted

Players should want to have a fair and fun game but unfortunately many players find those two things mutually exclusive.

Any autoevener made is going to try to be preemptive and conservative, putting people on the right freq in the first place and moving people as a last resort.

Posted
I've heard worse ideas. If we don't manage to get a freq balancer in the next couple of weeks, I'll probably implement a solution like this.

 

This is the best news in this zone Ive heard in . . . well maybe ever.

Posted
when i rush (which is about 85% of the time) i lose $... but when i dont rush i do prophit a bit... what could be implemented is... have it so that if flags are being held thats when the freq prophits... now there will obveously be flaws to this... so it just an idea. but this will keep base game goin on longer. but you could put in the money multiplyer to this idea... the more exp the team has the less money they get each however many mins the prophit comes when holding flags... but also have a flag timer so a player cant just go afk in the back of a flag room with flags... so when they drop you dont get the money reward for it... only when the player is holding the flags is when the team getts a reward. This will force the player to move forward in a base with flags but will be a risk for the flag carrier. Now some of you may be wondering "cant the carrier just nuet then pick up the flags once the timer is close to 0?" well what can be done to this is make it so ince your team nuets, you can pick the flags up for 2 mins... i know this sounds crazy but i can prevent runwinning and milking... well that was just a though.
Posted
Im making a huge !@#$%^&*umption here, but I think whenever there is another reset, quite possibly massive runwinning, and unevened basing games will be done away with by some kind of turf integration.
Posted (edited)
Don't know if this is the right section, but my idea is this:

 

Money multiplier should be based on how much exp a team has in ratio to the other, and since we all know that people love to stack teams it may prove to be useful. For example rushing on a team that has lower total exp than the other may prove to be slightly more profitable despite the constant rep + burst buying, this should encourage more people to rush.

 

What you think?

 

Nice idea, wasn't sure that it would be possible, but....

 

I've heard worse ideas. If we don't manage to get a freq balancer in the next couple of weeks, I'll probably implement a solution like this.

 

This gives me hope. smile.gif

 

Im making a huge !@#$%^&*umption here, but I think whenever there is another reset, quite possibly massive runwinning, and unevened basing games will be done away with by some kind of turf integration.

 

If this is true, maybe there could be a slight modifier added to the amount of money gained on kills based on the number of flags held by your team, similar to what other turf zones do with points? Would be nice.

Edited by Kelaiah

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