Author Topic: Here's what's wrong with the arenas  (Read 2615 times)

Offline Tilt

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Here's what's wrong with the arenas
« Reply #60 on: November 07, 2006, 09:17:38 AM »
This will not be popular with HTC because of the major map re work required.............however.

Consider three LW arenas each as follows

Bishops v Rooks (red arena)
Bishops v Nights (white arena)
Rooks v Nights (blue arena)

The arenas are interactive. ie to win/lose the war a side must be reduced to its minimum in both of its arenas.(eg 5 fields across two arenas)

Look upon each arena as a "front"

the "status" of all arenas can be seen from a tower in any arena.

each arena has its max limit as now.

subject to the total cap limits, players can move between arenas.

subject to the country balance limits, players can move between arenas.

subject to country balance limts, players can move between countries.

players in smaller arenas enjoy greater perk multipliers.

perk mulitipliers and eny benefits/penalties still in place per arena to influence balance.

There is no communication between arenas.

Removed from gameplay is three way combat zones:(

Arena communities are smaller :)

Land grab objectives are unchanged everyone is still fighting for the same side :)

Side balancing influences remain and are added to in order to balance arena numbers.:)

Even if a side had massive numbers the system would force those numbers to be split more evenly across two arenas.

edit.

There maybe a way that this can be done on one map.

Consider the typical big map split into 3 countries ...... from the start point the fields are designated as red/white/blue fields.

Players can only spawn from a blue field if they are in a blue arena.

They can only communicate with blue arena players.

They can see and fight with non blue players at the "joins".

They can bomb and capture non blue fields and facilities..but they cannot use them for the advance of their country into red/white arenas because they cannot spawn from them.

Obviuosly maps with a large central void are better for this.
« Last Edit: November 07, 2006, 09:30:55 AM by Tilt »
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Offline Ray77

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Here's what's wrong with the arenas
« Reply #61 on: November 07, 2006, 09:42:20 AM »
Why not just go to 1 MA again and eliminate 1 country.
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Offline Tilt

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Here's what's wrong with the arenas
« Reply #62 on: November 07, 2006, 12:56:50 PM »
sort of like this


as you can see the white arena only gives spawn access to bishops and knights (yeah i know spelling) on one front.

It only gives communications across this front
etc etc

same for red and blue..........
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Offline Kev367th

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Here's what's wrong with the arenas
« Reply #63 on: November 07, 2006, 02:39:34 PM »
Not bad at all Tilt.

Still uses 3 countries but because each arena only has two of the three in it, it eliminates two problems

1) No 2 v 1 gangbangs
2) More importantly, its a hell of a lot easier to balance an arena with 2 rather than 3 sides.

Although I don't know if we have the playerbase yet to support 3 LW arenas.
« Last Edit: November 07, 2006, 02:44:05 PM by Kev367th »
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Offline Laurie

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Here's what's wrong with the arenas
« Reply #64 on: November 07, 2006, 02:44:39 PM »
What happens if say the bish over-ran the white arena, how would they get to next one round.. or cant they?

But very nice concpet, solves all problems really.

and makes it like a real war with serperate fronts, e.g, the europe, african and japanese front, 1 map all players, fighting diff front lines. maybe even diff planes in each front i dunno. but good idea

Offline kamilyun

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Here's what's wrong with the arenas
« Reply #65 on: November 07, 2006, 02:58:30 PM »
What prevents planes from flying into a different arena section?  i.e. towards the middle of the map, I up as Rook in Blueland and fly eastward to attack Nits in Whiteland.  What prevents this?  Invisible wall?  Wind?

Don't get me wrong, I like the idea, but perhaps "pie slice" maps don't work well for this setup...

Offline Tilt

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Here's what's wrong with the arenas
« Reply #66 on: November 07, 2006, 06:20:59 PM »
My victory condition was not thought thru sufficiently....it would have to be that reset was triggered by a minumum number of fields held by one side in any arena.

hence red knights could seem very healthy but if white knights were over run then the reset would be triggered.

There would be no benefit in knights leaving the white arena to play in the winning red arena because they would still lose.

There may even be a balancing mechanism in place preventing the move.

Hence the movement would be the other way from red to white presumably balancing the white Bish onslaught.

Equally a mass  horde would be prevented gathering within the ranks of the white Bish (ie swarming for the kill as white knights are consumed) as the numbers balance would force newly joining  bish to the blue arena.

I think there are several options re how the flanking regions interplay.

We can see that as white bish advances into white knight territory then red knight has access to the white bish flanks...................

Red nights and white bish cannot use fields of another colour and cannot communicate.

Lots of options/ gameplay set up choices then come into play...

do we allow a red to capture a white field? even if the reds cannot use it. (red knights could then capture border fields for white knights to use.)

Do we allow red knights to combat fully with eg white bishops? they cant communicate but their bullets are still effective. (this would make fighter town (on donut) still viable although rather quiet :aok )

If a white player is killed by a red player does the system still advise who it was? well why not?

Would red knight bombers still be able to porkwhite bish firlds along the flank? well probably yes

The above options suggest a truly common terrain split int 3 fighting fronts with movement and communications restricted to form communities within these fronts.

and yes flanking effects would be greater on "pie" maps than "ring" maps.

Folk enter the fronts thru differing doors. The choice of door gives them their colour and limits their communications across all radio bands (should squad band be an exception?) to just that colour and only gives them access to fields of that colour. Would be handy if they were oblivious to the radar in other areas too.

Players in one front know little of the detailia of the other fronts other than the the usual map data that they can pick up off the clipboard and occasional interaction at the flanking fringes. (there would be no vehicle spawns between  fronts)

The other option is to have truly separate arenas where there is no interplay between players at the fringes. Where the only objects to respond in the white arena are white arena objects ......actually this is more problematic that the above IMO as you have to consider 2 HQ's etc and re arrange terrains considerably.
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Offline Tilt

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Here's what's wrong with the arenas
« Reply #67 on: November 07, 2006, 06:40:20 PM »
You could take the concept one step further.

As above we have split each country into two

White Bishops  v White Knights

Blue Bishops v Blue Rooks

Red rooks v Red Knights.

Actualy we have 6 nations but they are paired of into "alliances" and paired off (differently) into fighting fronts.

We could have the following

Alpha Bishops & Zeta Bishops

Delta Rooks & Gamma Rooks

Beta Knights & Omega Knights

now we can really mess about with stuff after resets...............


Previously the white arena may have been Alpha Bishops v Omega Knights but after reset we could mix up the competing groups such that now the Zeta Bishops get to fight the Omega Knights. (probably in the red arena where neither fought the previous war)
« Last Edit: November 07, 2006, 06:45:07 PM by Tilt »
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