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Posted

Here is an idea.

 

Code to make lame winning harder.

 

Basically i define any lame win as winning game with less than 1000 total kills.

 

Not sure how to implement this. but my one thought is to have the code check kills 90 seconds after flags are dropped.  If lame win is detected neut one of the flags and deposit it in center.

 

percentage chance of lame win prevent = (1000 - total kills capped at 1000)/1000

Posted

better solution: jackpot formula based on kills

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SSCU Trench Wars Developer


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Posted

that can work too

 

newReward = currentReward * (MIN(totalKills, 1000))/1000

 

so can only get full reward in flag game if there was 1000 kills in it.

Posted

The bottom falls out of that type of solution when you consider that there's no way to define when a flag game "begins." In most cases, "lame winning" occurs when people have been playing enough that the jackpot is in the 10-20k region, but the majority of players are uninterested in flagging. In other words, because the jackpot is already roughly a function of time/kills, the solution you've proposed will add no new restrictions and therefore accomplish nothing as is. In general, it may be said that the complete kill history of a game is useless to examine due to the impossibility of establishing its correlation to the current circumstances at any given time.

 

However, I believe it is possible to define a metric that is very likely to correlate to the current circumstances: total number of kills made while holding flags and in a base. It's almost unheard of for a flag game to get going in earnest and then stop without one team winning, so the number will almost always reflect that history which is relevant. I don't know how much work would have to be done to keep track of kills so specifically, but it would adequately refine your solution. Note that the requirement that flags be held is also not strictly necessary, but would serve to make games more interesting by requiring that players milk while holding flags at the front line. 

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