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Anti-stalemate feature


do eet?  

22 members have voted

  1. 1. do eet?

    • Yes
      16
    • No
      6


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I've said it before and I'll say it again. If all teams have lost production structures, spawn a button in the middle of the map and respawn all the players on equal but opposite sides of the map. First team to get to the button and press it wins.

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  1. Let's not get into the problems of messing with the positions of player spawners mid-game
  2. No easy task to find a reasonable algorithm for "equal but opposite sides" considering that pretty much every map has too many cliffs and obstacles for this to be simplified
  3. I don't think people will apprecipate randomly being whisked out of the action - especially if they are in the middle of killing the last non-production building - just so that they can play the world's slowest coinflip (it can take 1-2 minutes to sprint from the edge of a map to the middle and absolutely nothing will be happening in the meantime and they won't run into any enemies until the last 5 seconds)
  4. People who don't read your forum post won't understand what to do. Ingame HUD text will not work, you can't guarantee people will actually read it. See also: the people who even after the recent changes, still manage to fail at flying Yaks because they hold spacebar to take off when the text in the middle of the screen says "ascend with W", then they continue to hold W while flying when the text in the middle says "forward movement while flying is automatic", causing them to keep gaining altitude and then they scrape the flight ceiling because they don't read the text in the middle that says "hold S to dive" - which appears both when you enter and when you get near the flight ceiling. Only way to ensure the objective gets read is to put it in a popup window that prevents them from doing anything until they press "ok" - and that kind of conflicts with the idea of having to get to the middle first, doesn't it?
  5. This will just encourage the KD aware to leave the game before it happens since in order to respawn someone you have to kill them - which in this case is a completely unfair death. And that's a problem because leaving starts a snowball effect of other people leaving.
  6. This will force people to kill non-production buildings before production buildings, because if you get into a base trade do you really want to be screwed over by the chance that you will randomly be taken away to play the world's slowest coinflip?
  7. This will make the map stats page less reliable for determining a map's team bias by adding the ability for a whole match to be nullified by the world's slowest coinflip.
  8. If we're going to have the world's slowest coinflip, why not just cut out the middleman and just have a coinflip script instantly hand the win to a random team so as to not waste everyone's time?
  9. Okay, maybe it's not so much of a coinflip when you consider that Soviets will just put random AP mines around wherever this button spawns when people learn of it, just to prepare for this eventuality. But that's not exactly an improvement, see point 7.
  10. TL;DR seems like a thing that will just cause more people to leave. Reminder that the whole point of this thread is to find ways to reduce the frustration that leads to people leaving early.
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  • 1 month later...
On 4/7/2017 at 1:44 PM, ChopBam said:

I think they can be pressured to vote more often than not.

!vote surrender would probably be more useful as it would actually grant the deserved win to the other side rather than logging a tie.

The fact nobody seems able to work on bot scripting doesn't mean it's a bad idea. It's just a statement on current perceived feasibility.

Wrong. We can do bot scripting.

Maybe a command like... !stalemate. Could do something like this:

  1. Check health points of buildings.
  2. If only X buildings remaining.
  3. Either reduce map time to X minutes or give a vehicle/character to the player with the most points.

?

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Hmm okay well, I don't know anything about the issues regarding reviving building functions. But as for the silos, if 4-6 of them is too much money too quickly, then you can always just tweak the income rate, right? The point would be to have several income structures that are easier to kill as opposed to just a single one that, once destroyed, basically ends the game.

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