Author Topic: Solution to Arena Player Imbalances  (Read 447 times)

Offline Dingy

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Solution to Arena Player Imbalances
« Reply #15 on: March 13, 2001, 11:37:00 AM »
 
Quote
Originally posted by Ripsnort:
however, keep in mind that perk points mean nothing to the likes of myself and(... I think I can speak for most of my squadron) my squadron..we just don't care about perks.  

Nor to me Rip but to many new pilots without squad or country affiliations out there just itching to get their hands on the newest perk rides, I bet they might just switch.  

Enemies cant tell whos flying that 109...is it JoeDweeb, or is it Hblair  

-Ding

Offline Dingy

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Solution to Arena Player Imbalances
« Reply #16 on: March 13, 2001, 11:40:00 AM »
 
Quote
Originally posted by Yeager:
Didnt pyro already address this?  A perk modifyer for arena imbalance...

If he didnt, he should.  

The only complication I ca think of is the side switching but Im not sure thats neccessarily a problem.

Dont think a change like this has been implemented and I agree it should.  

As far as side switching, remember...you still have the 12 hour side switch rule so think hard before you decide to switch.  4 hours from now, is the country I switch to going to have HIGHER numbers than the other 2?  If so, maybe I shouldnt switch.

This solution only proposes to fix consistent arena imbalances.  You are always going to have minor fluctuations as people come and go.

-Ding

Offline Soda

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Solution to Arena Player Imbalances
« Reply #17 on: March 13, 2001, 01:47:00 PM »
The problem is that earning perks is not really that big a thing, at least not to many people.  If you do play for the underdog then you earn points faster, fine, but it's not like you are going to throw your perk ride into the heat of battle knowing it will die almost immediately.  So, now you have the points but there is little of any reason to blow them.  Hey, I have enough perk points for 4 Tempests, but I'm not going to take that Tempest out for a spin where it is 5 on 1 in a vulch.

I don't condone "perk point" whoring, but it happens and will happen.  I once, get this, saw a player (this was months ago) shooting up enemy M3's on the ground.  The M3 just kept spawning and sitting there not shooting back.  I approached, made a run on it too thinking "boy this is weird, must be a newbie" until the friendly con got angry at me for shooting the con once.. yeah, he wanted to kill it himself.  I left, came back an hour later, same guy same M3... he musta had 2 connections going and was bumping up his score.  No kidding... talk about a lamer.

Anyway, I know that people wouldn't be very happy about not being able to take out there favorite ride all of a sudden because they are "winning" but basically the current situation means some of us can't take out our favortie ride because we are just going to get our tulips handed to us first plane we meet since we hold NO advantage over some of these later war monsters.  So, I have to switch rides to actually be able to kill something, and I'm not a poor pilot.

You have to scale everything to the lowest denominator to make it fair, hate to say it, but 190D9's should be perks, along with P-51D's if you really wanted to make everything fair to something like a C202.  If not, why bother having a C202 here.

-Soda

Offline Lephturn

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Solution to Arena Player Imbalances
« Reply #18 on: March 13, 2001, 02:05:00 PM »
I like it Dingy.

I would change it though.  I'd make it so that if you way outnumbered your opponents, you get get LESS perk points.  That way you not only reward the little guy, but you take away the bonus for setting up a vulchfactory and encourage folks to always attack the larger foe.  In addition, consider what happens when you have one side down to a few fields.  Now the only way to get perks is to force the reset or go attack the other side instead.  Sweet.

Pyro mentioned something like this a while ago in passing.  I think this map really needs something like this to help balance things out.

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Offline Dingy

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Solution to Arena Player Imbalances
« Reply #19 on: March 13, 2001, 03:19:00 PM »
 
Quote
Originally posted by Lephturn:
I'd make it so that if you way outnumbered your opponents, you get get LESS perk points.  That way you not only reward the little guy, but you take away the bonus for setting up a vulchfactory and encourage folks to always attack the larger foe.  

Yup.  I like that idea also.  I had thought about including this but then you would have to apply the point multiplier after every kill.  My original formula only needed to be applied at the end of a mission.  

I agree tho, if this isnt difficult to implement, this is a great idea!  

-Ding

Offline airspro

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« Reply #20 on: March 13, 2001, 08:16:00 PM »
Great idea , lets hope it's added soon .

spro
My current Ace's High handle is spro

Offline Spivey

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« Reply #21 on: March 14, 2001, 03:02:00 AM »
Along the same lines, how about making the rebuild times inversely proportional to the numbers balance? So if Bishops have 30 and Knights have 30 and rooks have 15, rebuild times for rooks are cut in half.

Another idea I had was to allow the top 3 ranked pilots on a country to vote to conceed the war, thereby keeping a country from suppressing another indefinitely. The BIG advantage of this is it would provide leverage to get the country which does NOT have the most bases, but not the loser, the focus more on attacking the dominant country. In most cases the second place country stands to lose bases in this gambit. I could say to them, start attacking the other guys or we will conceed.  



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Offline Spivey

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« Reply #22 on: March 14, 2001, 03:05:00 AM »
Resupply may be of limited value, since a base that is heavily damaged probably has a ton of cappers who would NEVER let the C47 near the place!



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Bmer1171

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Solution to Arena Player Imbalances
« Reply #23 on: March 14, 2001, 05:23:00 PM »
This may have been mentioned before. I think that squads should have to stick to one side for the entire tour. Toward the end of the month they should apply to switch. At least this way HTC can keep track of the numbers. They only inbalances would be caused by non squad members.

Nobody wants to be told which side to fly for. But I think that most squads won't care as long as they aren't split.


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Offline Fidd

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« Reply #24 on: March 15, 2001, 08:13:00 AM »
I'd like to see change-country implemented as it is in air-warrior. Namely that if you're in a squad, you can't change unless you leave first, *and* then there's a 24 hour period where you can't change again; in fact I'd like to see that extended to a week. These gamers who change to the winning side are beneath contempt. If it were implemented this way, then few people would change sides, unless they really needed to, and the "gamer" types who swap to the "winning" side one day will maybe find themselves on the losing side for the rest of the week! Karma I call it!

Fidd

Offline pzvg

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« Reply #25 on: March 15, 2001, 04:15:00 PM »
Resupply missions would be tough, but would also add a new dimension to the game, some other notables that'd be nice:  
A) Factories in each nation dedicated to a single vehicle type; ie; kill the tank works and no panzers,osties available for 15 minutes, same with planes by type.
B)Depots with truck convoys moving from depot to nearest base, depots can't be killed,trucks can, trucks move at same pace,when all trucks are killed, a new convoy starts from the depot, these resupply and repair any damage at bases they reach.
C) Small (rifle caliber) ack at least 20 to a base, these cannot be killed by air attack, they cease firing when enemy armor roll into base, this represents local infantry forces.
D) Comand posts these are halfway between friendly and enemy bases, friendly ground vehicles can refuel and rearm from them as well as receive light AAA cover, cannot be captured until owning base falls.
F) Cruiser or DD squadrons without a CV, these could be useful in shore bombardment without risking Carriers in unnatural combat, also good for harrying enemy CV groups.
G) Landing craft, they can come with a load out of drunks or 1 GV, when you pop the GV out on shore the LC goes back to the fleet and you drive the tank.
H) mannable antiaircraft guns at fields, now this one Hitech said they're looking at implementing so I'll leave it at that.
I)Probably need a new map for this one, but
Field restrictions on planes, ie; This field has Fw's,this one F4-U's, etc,etc, (Probably the single most unpopular idea I have but who knows?)
feedback, in the real sense of the word, is wanted.


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Offline MrLars

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Solution to Arena Player Imbalances
« Reply #26 on: March 15, 2001, 06:26:00 PM »
 
Quote
Originally posted by Bmer1171:
This may have been mentioned before. I think that squads should have to stick to one side for the entire tour. Toward the end of the month they should apply to switch. At least this way HTC can keep track of the numbers. They only inbalances would be caused by non squad members.

Nobody wants to be told which side to fly for. But I think that most squads won't care as long as they aren't split.



So you're saying that a squad would have to get permission before changing countries? For some odd reason that doesn't sound like it would be fair at all! I like changing countries every TOD or 2 because it gives me a larger variety of opponents...but having HTC tell me what country I fly for will never fly with this old fart!



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Offline StSanta

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« Reply #27 on: March 15, 2001, 11:58:00 PM »
Rip said:

"If the end result would be that personal insults thrown at me on private text and open text would go away, then by all means, I would say implement it!"

U r so un|337! yor blue turd dinnae help me yesterday!!! wot u wur thinking!! I neded a guner, d00d. But you flied with dumb squad. Capture a11! Wot, why dinnae bring goon, dumb rip! Yur a cheeter, and yor lagging is self indused.

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Yello1

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« Reply #28 on: March 21, 2001, 04:06:00 PM »
I agree with the original proposal that there should be a perk incentive to the players playing on a team which is out numbered. This is I think an obvious thing to throw out there to give the player who logs on to a butt kicking to feel like he is still accomplishing something by playing so he wont log and go play AW or FA etc.