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Posted

I like this guide because it depicts what I'll call "traditional" roles and functions within a Flag game.  What I think are neglected though, and I think are often overlooked in such guides for reasons I will endeavor to explain, are pragmatic "real world" factors that I argue have a much larger impact on game play than anyone really wants to admit.  .

I've been playing SS for almost 15 years (in DSB), but have only recently begun my time in HS relative to my DSB time.  So even after a little less then a year, I feel I still give off the "noob car smell" in HS, so I may endeavor to not only draw examples from HS but also from DSB.

Firstly I love HS.  I think the Zone setup has optimized what SS can be.  Much like DSB (when enough people are playing), it involves 2 teams in opposition fighting for a clear objective.  Communication and cooperation are imperative and roles within each team are performed (although HS is more hierarchical and role specific).

So when a game is in progress, a dynamic microcosm emerges and one would expect a natural balance is achieved and ultimately the best team wins.

Under "ideal" circumstances this DOES happen, but this microcosm unfortunately does not work within a vacuum.  It is in fact vulnerable to the ebb and flow of the tide that is the network it lives on.  Obviously I am talking about LAG!

In DSB we would refer to it as lag shields or whatever and some players got used to their own lag and used it to their advantage (inadvertently or not).  In HS I find the result is pretty much that one gets kicked into spec, and his team suffers.

It is the resulting team imbalance that I would argue has one of the greatest impacts on a given team's success or failure.

Individually we bitch a little at another's lagging when dueling or whatever, but systemically I do not think we admit the pervasive nature and impact of lag/then being specced has on flag games.  Why?  Because it is demoralizing to imagine that random shit we can't control has more impact on outcomes then individual or team skill.

Of course this is true of life in general as well, and I am known amongst my friends for often making SS to real life parallels.

I propose a radical solution to this "silent (team) killer".

When the imbalance is by 2 or more, have the team balancer literally pull a random active player off one side/freq and stick him on the other.

If the team balancer was uncompromising in all things I think it would truly validate individual and and team efforts substantially.

Maybe this solution seems ridiculous, but regardless I think a hard look needs to be taken at the team balancer, because even as it is designed now, it seems to be failing.  maybe just a manual fix in which a bot PMs everyone in spec indicating FG imbalance and invite to get in FG (especially to staff)


We can't control lag but we can endeavor to mitigate it's impact.  The resulting "heroics" that are used often in response to team imbalances (knowingly or not), in my view are a natural and acceptable although distasteful answer.

Traditional line warfare has been enjoyed for millenia.  Guerrilla warfare is a natural response to power imbalances that cannot be addressed in any other effective way.

Essentially all I am arguing is a more proactive and hopefully effective way to correct team imbalances.

'nuff said...

 

-Fry

  • 1 month later...
Posted (edited)

Fry, your proposition of 'difference of two or more players --> forced player trade' sounds so incredibly easy to manipulate.

Total players of odd numbers? Hop off and back on and you will outnumber the other team. Period.

3v4 --> 2v4 --> 3v3 --> 4v3

It would also be somewhat disruptive to gameplay. Hop off and back on immediately, and there's one player 'evened' on one team. A member of the other team does it, and another random is 'evened' on the other team.
 
Where is that 'evened' player being sent? Safe? What if it pulls the anchor?

In credit to you, it would compromise a player's ability to hop onto a desired team, and any given player's ability to *stay* on a stacked team.
 
_________________________________________________________________________________________________________

You have suggested a team balancer in response to lag. Boiled down, this is a system built to distribute player capability between two frequencies. The player capability here is measured in values of 'experience points.' 'Experience points,' however, are not a measure of player capability.

Experience points are acquired over time. Seriously. Kevinz could have more xp than me if he played 24/7. I would try to farm him while I played, but time spent playing ~= experience points. Unix,  woofie, psythe, noldec, evilseph, shropnel, traced., hatemail, death's embrace, no1butu, cxc... hell, a countless number of people could have more xp than I if they only played as much or more than I. The way they choose to use that experience is up to them. Some knob could choose to use that experience unwisely and have less of an impact, and be of less value to the team than a person of lesser xp.

 

Edited by Ferris

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