[ 298 ] Adjust pres flow & Comeback mechanic

Yaluzan
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10 May 2016 - 16:15 EDT
#2
this sounds very promising and i hope it works good in 6vs6 or 12vs12.
Bicsum
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Heidis Bergziegen
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10 May 2016 - 16:36 EDT
#3

The comeback mechanic is a custom mod developed with the intention of giving teams a chance to fight back when they are down on map control. The mod provides a small amount of bonus team resources for each kill.

The amount of team resources awarded is determined by the number of enemy resource towers. Personal resources are not awarded.

Marines are granted a 1 RT handicap.


The RFK is one thing, but I don't like that the bonus tres is tied to the number of enemy rts. It seems silly to me to that you would want to artificially keep your rts lower than you could have them. Is the 6th resource tower as marine really worth it, when aliens get double RFK tres because of it?

I would either make it so that every kill awards 1 tres, no matter what, so that you can come back through kills alone OR that you start out with getting 2 tres and you get less tres RFK the more rts you have, so that it balances it out. You would still have an interest in getting every rt, since you get more pres.

In any case, I would introduce point numbers or multiply the current res amounts by 10.
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10 May 2016 - 17:25 EDT
#4
RFK alone is completely terrible idea.
Mephilles
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11 May 2016 - 02:51 EDT
#5
while I don't know how this will play out for pubs but just from a competitive point of view I don't like the sound of RFK... but I'm willing to test how things work out in the end
Bicsum
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Heidis Bergziegen
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11 May 2016 - 07:16 EDT
#6
On Comeback mechanic again:

Instead of going RFK, how about making the snow balling less severe by implementing an exponential decrease in res gain per rt count?

Something like this:

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11 May 2016 - 08:11 EDT
#7
I really do not understand the reason for a hardcoded comeback mechanic in the first place?

While I think your idea is better than the shit idea on the trello Bicsum, it is still the wrong way. For what logical reason should a team gain more res for holding 2 RTs over 2 min than a team holding 4 over 1 min? Sounds unfair to me.

It would be the best to quit thinking about those comeback mechanics because comebacks should only occur when you are able to outplay your opponent.
Mephilles
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11 May 2016 - 09:10 EDT
#8
I do agree with home here. I think comebacks should only be achievable by strategically outsmarting your opponent. Unfortunately I don't think ns2 delivers enough strategical depths to make that happen. Either that or I'm missing something (note that a sneaky PG or gorge tunnel is considered cheese by me and not outsmarting)
Bicsum
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11 May 2016 - 09:27 EDT
#9
An explanation could be that the "resource grid" is not able to handle the resouce flow at longer distances or the amount of RTs.

You still get more resources the more RTs you have. The idea is to give a bit more res to the the team, that is struggling to get rts, because they lost one or two engagements in the beginning. It is too unforgiving, which is boring.

This change would need cost rebalancing, since you would practically start with 1.4 RT.
maxamus
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11 May 2016 - 12:35 EDT
#10
I once said in the UWE forums about this,

Any RFK sohuld be based on score -

If a player has been doing well, building, killing, staying alive longer etc then they will have a higher score - meaning they are worth more Res when they are killed,

If you have just respawned or not done anything, then you are worth 0 score so no res.

Simple meaning is that teams can now choose to go for that extra boost in res for killing that marine / lifeform. Or choose to play out the game as normal.

You get the idea.
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11 May 2016 - 12:57 EDT
#11
1st Idea)

The way your idea works is as strategic as the original idea.

So i remember it from the (Rts) Real Time STRATEGY Game Warcraft 3:

http://classic.battle.net/war3/basics/upkeep.shtml

and here some Experienced rating if its good or bad:

https://www.reddit.com/r/WC3/comments/43unnj/after_14_years_of_wc3_how_do_you_feel_about_the (upkeep)
(google offers many more results)

In my opinion it can and will work but these 1 Hour games where you have the feeling nothing happens are more likely with such a mechanic.




2nd Idea)

In Sc2 Lotv they reintroduced it in a different way:
Bases mine out faster so if you don't expand you gonna have no more resources.

a Similar mechanic is in Dawn Of War 1 on Control Towers and Energy generators that they generate less resources over time but never completely be empty.


This will basically lead to the opposite:
Resources are gone the team that had more will most likely win if every resource is out.
and strategy wise a 1 hour games will no longer happen
(unless 1 Faction turtles the shit out of it. But even then there is the possibility to let ResourceTowers deploy 100%)






3rd Combining these)

So if you put both ideas together it will get pretty complicated.

But then you gonna end up with a game where you constantly have to hold "not deployed" ResourceTowers cause you otherwise run out of Res.

But in the same Sentence you have to Hold the ResourceTowers that didn't decrease in income too much over time
(How much an RT is able to produce can be visible with different colors or a Income Number visible on the minimap.)

This will Result with a Comeback chance for the losing Team (for x amount of time) and also it will prevent 1 Hour long games.


The math behind it would be something like:
The thing from Bicsum
http://i.imgur.com/i4jOeeM.png - x% = res income

x% = depending on how long the RT spot was used (Dawn of War mechanic of deploying over time).





I would definitely like to test Idea 3 But im sure there are other ways to prevent 1 Hour long Games like this,



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