Author Topic: Grizz's Solution To Arena Caps  (Read 3184 times)

Offline grizz441

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Grizz's Solution To Arena Caps
« on: March 12, 2011, 08:05:32 PM »
Step 1: Go back to original system, that is:

Two Arenas constantly up, uncapped from 12am CST till 11pm CST. (1 Hour night change from old system)

Step 2:

Once Arena One caps at 12pmCST, send broadcasts to Arena One via System Message that "Arena 2 is in Perk Bonus effect.  Switch Arenas for 2x Perk Bonus Multipliers".  Repeat this message every 5 minutes until the bonus session is over.  In addition to this system message broadcast, Display a message in the arena login screen that says the same thing.

Step 3:

BONUS TIME RULES

  • Bonus rounds kick in when Arena 2 Population/Arena 1 Population is less than 0.6 and deactivate once this ratio grows above 0.8
  • Bonus period only applies from 12PMcst till 11pmcst.  (During Cap Times)
  • When the ratio conditions are satisfied any time during the applicable bonus period, arena message will be displayed and system message will be sent to players in the overpopulated arena.
  • Perk bonuses apply in congruence with country multiplier and eny bonuses and apply towards fighter, ground vehicle, and bombers.
  • Once the bonus round deactivates, any further planes taking off will not be subject to getting the bonus, however, those planes that are already up are still in line for the bonuses.


What this system will do is force Blue to fill up extremely quickly when caps kick in.  Players in the welcome screen will have no problem going to the underpopulated arena, as they will see that perk bonuses are in effect, and even if they do not care about the bonuses, they know other people do care about this, and know people will be coming and there will be action.  

In addition to this, the regulars who fly around this time and want to take advantage of the perk bonuses will leave orange a little bit early before noon to secure their place in the perk bonus arena.  This will also reduce Blue's downtime.  What better way to get perks to fly the new B29, Panther tank, and the old favorites like the Me262 and Tempest than this?

Once the bonus round ends, there will be no issue in blue, since it will be populated and there will be good fights.  Going back to the other arena will be an afterthought.

Late at night when caps kick off, the gradual exodus will commence to orange per usual, with no issue.  At this time, there will be on bonuses in blue. (See Bonus rules above)

The only disadvantage I see is that there will be a slight influx into the perk economy and as result there will be a very small increase in the number of perked rides that fly.  I do not anticipate this being a large number or a problem though.  I should also mention that the perk bonus number I threw out there was 2x.  This felt like a good number and a great incentive to switch arenas.  It could of course be adjusted as needed and such adjustments could be reflected in the system and arena messages.

There will still be caps with this system, however when there are caps, the cap numbers will be manageable, that is one arena is only a few players over the limit at a given time.  

This refined system, imo, is the absolute best way to deal with what HTC wants to do and what also appeals to the vast majority of the players in Aces High.  

 

Offline Dadsguns

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Re: Grizz's Solution To Arena Caps
« Reply #1 on: March 12, 2011, 08:21:53 PM »
 :rofl

You dont know the horde very well....


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Offline Delirium

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Re: Grizz's Solution To Arena Caps
« Reply #2 on: March 12, 2011, 08:38:35 PM »
It would be a great suggestion, if some us didn't have more than 50k perks.
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Offline EskimoJoe

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Re: Grizz's Solution To Arena Caps
« Reply #3 on: March 12, 2011, 08:45:36 PM »
It would be a great suggestion, if some us didn't have more than 50k perks.

Your statement made me think about it.

Orange arena would be filled with people who have copious amounts of
perks already, while blue would fill with those who want/need perks.

What do perk-craving people normally fly? High ENY/OBJ aircraft/vehicles.
Hence, blue would lean towards a higher concentration of low ENY/varied
aircaft while orange stays relatively the same.

Personally, the whole system seems too arcadey for me.
Put a +1 on your geekness atribute  :aok

Offline ink

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Re: Grizz's Solution To Arena Caps
« Reply #4 on: March 12, 2011, 10:27:28 PM »
 :aok good idea

Offline HighTone

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Re: Grizz's Solution To Arena Caps
« Reply #5 on: March 12, 2011, 11:07:45 PM »
What this system will do is force Blue to fill up extremely quickly when caps kick in.  Players in the welcome screen will have no problem going to the underpopulated arena, as they will see that perk bonuses are in effect, and even if they do not care about the bonuses, they know other people do care about this, and know people will be coming and there will be action.  

 



This is why I think this would not be a bad idea at all. Some of us have been playing for a while and have plenty of perks, others don't. It would be a draw either way.

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Offline ACE

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Re: Grizz's Solution To Arena Caps
« Reply #6 on: March 12, 2011, 11:17:49 PM »
It would be a great suggestion, if some us didn't have more than 50k perks.
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Offline guncrasher

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Re: Grizz's Solution To Arena Caps
« Reply #7 on: March 12, 2011, 11:43:47 PM »
you forget if there arena only has a few players only perks you gonna get are bombers.  unless you decide to vulch your squadies.  the main problem with the way it was before it was that the arena with fewer number mostly had porkers in it that had no interest in fighting.  I know because i spend many nights there when i didnt feel like fighting.

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Offline grizz441

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Re: Grizz's Solution To Arena Caps
« Reply #8 on: March 13, 2011, 12:07:49 AM »
It would be a great suggestion, if some us didn't have more than 50k perks.

But see, it's not intended to help vets get more perks, it is intended to provide an incentive to players who want perks (How many players have 50,000 perks?), and as result, gives vets an incentive to go there since there will be fights.  The point is, all of a sudden it becomes a much more viable option to be in orange and say, "hey lets go check out blue start a fight and earn some perks."  The bad guys will say "hey look a little bit of red dar, lets go kill them and earn some perks."  Next thing you know the snowball effect creates fights and numbers, and as result, a populated arena.
« Last Edit: March 13, 2011, 12:13:28 AM by grizz441 »

Offline grizz441

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Re: Grizz's Solution To Arena Caps
« Reply #9 on: March 13, 2011, 12:10:03 AM »
you forget if there arena only has a few players only perks you gonna get are bombers.  unless you decide to vulch your squadies.  the main problem with the way it was before it was that the arena with fewer number mostly had porkers in it that had no interest in fighting.  I know because i spend many nights there when i didnt feel like fighting.

semp

What better way to get players to start a fight by saying, "Here, start a fight, a furball, whatever, and earn perks".  It wouldn't take much at all.

Offline grizz441

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Re: Grizz's Solution To Arena Caps
« Reply #10 on: March 13, 2011, 12:19:42 AM »
:rofl

You dont know the horde very well....

What horde? If Orange has 200 players mid day how many of those players are "The Horde" as you refer to?  I mean, sure there might be a couple squads with 5 or 6 players on, but do you really think the evil horde is this cohesive unit of 50 strong that is on 24/7 7 days a week?  And even if it was 50 strong which it is not, that still leaves the option to 150 players to switch arenas and start a fight and earn perks.

Offline Dadsguns

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Re: Grizz's Solution To Arena Caps
« Reply #11 on: March 13, 2011, 08:12:45 AM »
What horde? If Orange has 200 players mid day how many of those players are "The Horde" as you refer to?  I mean, sure there might be a couple squads with 5 or 6 players on, but do you really think the evil horde is this cohesive unit of 50 strong that is on 24/7 7 days a week?  And even if it was 50 strong which it is not, that still leaves the option to 150 players to switch arenas and start a fight and earn perks.

What I am saying is the side that has these like minded players that enjoy only the base taking aspect of the game and tend to congregate (which can be an entire side at times with only a handful that might not participate AND outnumber the each other team) thus creating this massive base taking horde.
So yes, as of now with an arena with 200, you can end up with 80,60,60.  Keep in mind I am not referring to "local" horde, I am referring to a side.  

This is why they could care less about "perk building" since it has become all about winning the warz with these extra players and the side they are attacking with "all or none" (having already the element of suprise, radar glitches, extra players) can horde upon a base with that much force.  
All they would need to do is change their fighter mode to attack mode and do the same thing they are doing now but getting more perks for it(killing hangers, town, deacking etc.). Offering them something else to do like earn perks will probably "bring more of the same" that they do now, (ie dive in from 20k just to kill radar/ords then auger, or die, everything but fight) except they just get paid more for it and probably encourage more hoarding.

If Hitech implements some sort of a side balancing idea as he has discussed that would equal out the sides a bit, your idea would then have some chance and probably would work out and not be taken advantage of by a hording side, but until then I would say no.

Once something is in place that would even the sides out a bit, I would probably agree with you to a point, with some other stipulations about actually landing to count more heavily in that calculation of earning points.  
« Last Edit: March 13, 2011, 08:17:07 AM by Dadsguns »


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Offline Belial

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Re: Grizz's Solution To Arena Caps
« Reply #12 on: March 13, 2011, 09:32:34 AM »
I think it would work..I've been playing 3 years on and off and I don't have more than 600 perks in any category

Offline Dadsguns

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Re: Grizz's Solution To Arena Caps
« Reply #13 on: March 13, 2011, 09:40:49 AM »
I think it would work..I've been playing 3 years on and off and I don't have more than 600 perks in any category

You use low eny planes and several perk rides.  Died in alot of them.  Take a screen shot of your perks for us to see.  I cant imagine you not having more than 600 in GV perks since you do that the most it seems.  

As it is now, if you plan to build more perks the incentive is to be on the lower side and you would build them up faster in any event.  Hence the reason why I don't think it will work since these same players don't and wont take advantage of being on the lowere side for the perks as it is now.
« Last Edit: March 13, 2011, 09:49:14 AM by Dadsguns »


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Offline The Fugitive

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Re: Grizz's Solution To Arena Caps
« Reply #14 on: March 13, 2011, 11:53:29 AM »
I don't think perks is the incentive that is going to get players to move to one arena or another. Most of today's players don't seem to be after perks, but seem to be after bases. Most run to the biggest group they can be part of and run with them.

Personally I haven't a problem with caps. My squad is small, and when there are more than one on it's not a problem to switch sides/arenas. I can see where it's an issue with bigger squads. What the solution is, ha I don't know. I was in a big squad and squad nights of 20 were a common thing then for us. We used those numbers to hit/perk a number of bases at once. Today's players can't split up like that, for what ever reason, and so now we have the hordes. Balancing the arena number isn't going to knock down the horde any. I wouldn't have a problem having the Rooks out number 2 to1 by an attacking force as long as the force was spread out over a few bases.