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Post by carnage on Jul 8, 2017 13:18:28 GMT -5
Playing the game a few minutes ago I was a bit angry at a player that left early, leaving us at 5 vs 6.
I thought "geez, too bad there is not a rule in which the 5 players left gain 10% of power or something, that would be fair for the 5 remaining players."
And that gave me this idea, that I admit is strange, but still, I'll give it for the sake of the discussion :
If a player mech-out (or leave the game), the remaining players of the same team gain 10% of firepower on their weapons.
If a second player mech-out (or leave), the remaining players of the same team gain another 10%. And so on until the last player mech-out.
Potentially if let's say all your team mech-out and you are left alone, your weapons would inflict 50% more damage.
Besides the fact it is probably hard to implement, what do you think about that ? I can certainly understand the pros and cons here and I can totally understand some may not like it, so please don't think I am pushing for that idea in any way, my only goal here is to create a topic of discussion.
Personally and while I'm not sure what to think, I could definitely see some interesting aspects to this idea. It could help mitigating the problem of the leavers, and would at the same time balance the game naturally. If a team would lose players, the remaining players would become a bit more dangerous to balance things out, it could also be fun being the last player and having a chance at some sort of heroic come back thanks to the boost in weapons. On the negative side, a team taking a lead early on could find itself at disadvantage, and potentially lose the game. So again, I certainly understand that both sides are very arguable.
Some thoughts ? Again, please keep in mind I am not pushing for that idea, I am just launching the idea for the fun of discussing.
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Post by Danny Linguini on Jul 8, 2017 13:41:11 GMT -5
I think there are more cases of legitimate mech-outs than tanking mech-outs, and increasing damage for remaining players would only add incentive to mech out early, as it would give those remaining players an increased chance to win, which also benefits those who are tanking. Don't like the idea at all. Legit mech-outs are an integral part of the game. And like every other negative aspect of 「dookie」head players, the law of averages says that in time they should work for you as often as they work against you. So suck it up and just take the good with the bad, as frustrating as the bad can be.
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Post by carnage on Jul 8, 2017 13:51:18 GMT -5
I think there are more cases of legitimate mech-outs than tanking mech-outs, and increasing damage for remaining players would only add incentive to mech out early, as it would give those remaining players an increased chance to win, which also benefits those who are tanking. Don't like the idea at all. Legit mech-outs are an integral part of the game. And like every other negative aspect of ?poo-poo?head players, the law of averages says that in time they should work for you as often as they work against you. So suck it up and just take the good with the bad, as frustrating as the bad can be. I don't know, the point of tanking is to lose, right ? So that system would go against that.
And that would not necessarily encourage to mech-out early since the guys that would stay on the field would actually get additional damages, which in turn could potentially lead to more gold (and coins in case of event). Meching-out early would actually be a bad thing in that regard.
I'm just arguing for the sake of the discussion, of course. Like I said before I can certainly see both sides of the coin here, just I'm not sure your arguments are necessarily true here.
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Post by mijapi300 on Jul 8, 2017 13:51:20 GMT -5
I'm just going to start and end my reply with this in order to keep myself from getting carried away:
Tldr; bad idea
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Post by Danny Linguini on Jul 8, 2017 13:58:31 GMT -5
I think there are more cases of legitimate mech-outs than tanking mech-outs, and increasing damage for remaining players would only add incentive to mech out early, as it would give those remaining players an increased chance to win, which also benefits those who are tanking. Don't like the idea at all. Legit mech-outs are an integral part of the game. And like every other negative aspect of ?poo-poo?head players, the law of averages says that in time they should work for you as often as they work against you. So suck it up and just take the good with the bad, as frustrating as the bad can be. I don't know, the point of tanking is to lose, right ? So that system would go against that.
And that would not necessarily encourage to mech-out early since the guys that would stay on the field would actually get additional damages, which in turn could potentially lead to more gold (and coins in case of event). Meching-out early would actually be a bad thing in that regard.
I'm just arguing for the sake of the discussion, of course. Like I said before I can certainly see both sides of the coin here, just I'm not sure your arguments are necessarily true here. Well like you said, there are pros and cons to it, I just think the cons far outweigh the pros. And I'm just not a fan at all of in-game 'adjustments' for the sake of balancing bad behaviors. The more smarts they try to build into the game to try to eliminate bad behaviors, the more ways those players will find to beat them -- and usually to the detriment of normal players.
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Post by carnage on Jul 8, 2017 14:07:18 GMT -5
I don't know, the point of tanking is to lose, right ? So that system would go against that.
And that would not necessarily encourage to mech-out early since the guys that would stay on the field would actually get additional damages, which in turn could potentially lead to more gold (and coins in case of event). Meching-out early would actually be a bad thing in that regard.
I'm just arguing for the sake of the discussion, of course. Like I said before I can certainly see both sides of the coin here, just I'm not sure your arguments are necessarily true here. Well like you said, there are pros and cons to it, I just think the cons far outweigh the pros. And I'm just not a fan at all of in-game 'adjustments' for the sake of balancing bad behaviors. The more smarts they try to build into the game to try to eliminate bad behaviors, the more ways those players will find to beat them -- and usually to the detriment of normal players. Maybe, I myself am not sure of anything right now, just wanted to launch a discussion.
Could be fun though to have a situation in which you're the last man standing and the additional firepower could help for some pretty epic defense. I totally understand some may not like the idea, but it could still create some very interesting situation later on during games.
It's a bit like when you'd have a fight in which the team having problem would give an additional effort to come back in the game. Of course it cannot be true with robots (it's not humans we talk about), but the mechanic would obviously tend to encourage closer games.
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Post by mijapi300 on Jul 8, 2017 14:44:35 GMT -5
carnage I don't think this is a good idea to implement to normal games. It would make for a very interesting custom game mode, though.
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Post by carnage on Jul 9, 2017 3:20:17 GMT -5
Maybe. I don't know. I can see some negative (lack of consistency of the weapons depending on teammates), and also some positive (natural balancing during games). There is one thing for sure, a lot of my games are decided by leavers right now, and while I totally agree the problem should be treated at the source and what I suggest here is obviously not the solution, it could still see this helping mitigating that problem. It's like the five remaining guys would get an additional level on their weapons if somebody would leave their team, basically.
I would be very curious to see this idea in action in the test server, TBH. Or like you said in a custom game.
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Post by Why? on Jul 9, 2017 3:52:46 GMT -5
I think there are more cases of legitimate mech-outs than tanking mech-outs, and increasing damage for remaining players would only add incentive to mech out early, as it would give those remaining players an increased chance to win, which also benefits those who are tanking. Don't like the idea at all. Legit mech-outs are an integral part of the game. And like every other negative aspect of ?poo-poo?head players, the law of averages says that in time they should work for you as often as they work against you. So suck it up and just take the good with the bad, as frustrating as the bad can be. Well they can track legit vs illegit mech-outs. If you mech out all your bots without a certain ratio of damage dealt or taken ...then you're doing it on purpose?
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zed252000
GI. Patton
fall seven times stand up eight
Posts: 128
Karma: 52
Favorite robot: Gareth & Carnage
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Post by zed252000 on Jul 9, 2017 5:55:40 GMT -5
carnage I don't think this is a good idea to implement to normal games. It would make for a very interesting custom game mode, though. yup, can be a good addition to "deathmatch mode". Last bot standing...
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Post by mechtout on Jul 9, 2017 6:03:18 GMT -5
So for a majority of the games a team will spend the first half of the game grinding down the reds only to make them exponentially stronger in the closing minutes....no thanks, not needed
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Post by carnage on Jul 9, 2017 6:20:07 GMT -5
So for a majority of the games a team will spend the first half of the game grinding down the reds only to make them exponentially stronger in the closing minutes....no thanks, not needed Well technically this is not really true. If you lose a player, you lose 20% of your team. So in despite of having a 10% upgrade, the team would still be weaker overall.
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Post by mechtout on Jul 9, 2017 8:46:29 GMT -5
So for a majority of the games a team will spend the first half of the game grinding down the reds only to make them exponentially stronger in the closing minutes....no thanks, not needed Well technically this is not really true. If you lose a player, you lose 20% of your team. So in despite of having a 10% upgrade, the team would still be weaker overall.
Might be true if mm produced even matches, but would suck during the ones where you drop in vs much stronger players.
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Post by tonyfla on Jul 9, 2017 12:34:40 GMT -5
I see only one scenario where this could be cool: Highlander Mode. No teams, just a free-for-all. When you kill a bot, you absorb its remaining HP and damage output (there must be accompanying lightning and Queen music each time). Fight til there's just one bot left with all the power of the other bots. Cause there can be only one.
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Post by carnage on Jul 9, 2017 13:40:44 GMT -5
Well technically this is not really true. If you lose a player, you lose 20% of your team. So in despite of having a 10% upgrade, the team would still be weaker overall.
Might be true if mm produced even matches, but would suck during the ones where you drop in vs much stronger players. Don't understand your remark. If anything this system would exactly help compete against stronger players.
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Post by snk on Jul 9, 2017 13:44:01 GMT -5
Reward is the problem, if tankers get less or none reward like Au, Ag. I guess there will be much less people tanking. The problem is, can the system tell who is tanker?
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