Author Topic: Icon balancing  (Read 1047 times)

Offline grizz441

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Re: Icon balancing
« Reply #15 on: October 20, 2008, 04:31:11 PM »
I like the idea in theory, but I don't think it is feasible.  How would it incorporate alt advantage? If you are outnumbered 10 to 1 but have 10k alt adv, you might be able to B&Z 2-3 dweebs before having to bug out, but that clearly isn't the same as winning a 2v1 dogfight at low alt. 

Still though, implementing some sort of sector score formula would still be a positive (yet complicated) improvement to the scoring system!  :aok

Offline shreck

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Re: Icon balancing
« Reply #16 on: October 20, 2008, 07:11:05 PM »
Just remove enemy icons and dar! That way if a horde is on the way, they have no way in knowing what awaits them, Also they have no way in knowing the counter strike is OTW from another field :aok, it would also make very low planes very hard to see, just like R/L I suppose ;) It would also prevent those who have a particular problem with certain planes from running from them as identity wouldn't happen till about 1 -1.5 range! Not to mention the benefits for the GV folks.


It may be easy enough to ad some sort of visual icon or signifier on the map to denote when a mission has taken off! NO LOCATION or TARGET of mission mind you, just that Night, Rook or Bish have launched one from " somewhere to somewhere " ! It would be the responsibility of each country member to keep a loose eye on the map for flashing bases! Also the radar circles could be larger, giving more advanced warning of incoming threat to a particular base.  :aok anyway just a few thoughts!  I've always been a BIG fan of removing enemy icons anyway   :rock

Offline shreck

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Re: Icon balancing
« Reply #17 on: October 20, 2008, 07:16:16 PM »
I like the idea in theory, but I don't think it is feasible.  How would it incorporate alt advantage? If you are outnumbered 10 to 1 but have 10k alt adv, you might be able to B&Z 2-3 dweebs before having to bug out, but that clearly isn't the same as winning a 2v1 dogfight at low alt. 

Still though, implementing some sort of sector score formula would still be a positive (yet complicated) improvement to the scoring system!  :aok

I don't believe this would work. You could have 60+ enemy in a sector, you up and kill 1 bogey 1/2 sector away from the horde and get credit for a 61 V 1---> :huh

Offline SectorNine50

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Re: Icon balancing
« Reply #18 on: October 20, 2008, 08:03:51 PM »
This would seriously put a dent in teamwork tactics.  In fact, could you imagine how frustrating it would be having someone just fly into icon range right as you shot someone down?   I personally love flying with a wingman, makes it that much more fun.

Don't think it could be executed without lots and lots of problems.

Problem with removing enemy icons is that we don't have depth perception in computer games since both of our eyes are looking at a flat screen.  If we all had the 3D Nvidia drivers and the 2 screen glasses then I would say do it for sure, I'm sure you'd find it would be very difficult.  Give it a try, press alt+i and see how hard it is to judge.  We cannot tell if an object is coming at us, or going away until it is very close.
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Offline pluck

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Re: Icon balancing
« Reply #19 on: October 20, 2008, 08:15:10 PM »
not a bad idea.  I think the idea centers more around discouraging large number balance then it does focusing on scoring.  So, guys trying to fly for rank might have a more difficult time achieving their goal if they are spending large amounts of time flying in the safety of a horde.  It also does reward those who fight outnumbered.  Ya, you could climb to 10k, but when heavily outnumbered, you generally not going to furball your way out anyway...so the tactic for dealing with this stays the same, it just rewards those willing to do so.  In terms of fairness to the player base, well maybe up for some debate...but then again, whats fair about a horde. 

The only issue I see, is it may only target a selected portion of the community, those who care about score.  Who knows if it would have a large enough impact or not.  Either way it is an interesting thought.
« Last Edit: October 20, 2008, 08:19:59 PM by pluck »
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Offline grizz441

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Re: Icon balancing
« Reply #20 on: October 20, 2008, 08:35:42 PM »
I don't believe this would work. You could have 60+ enemy in a sector, you up and kill 1 bogey 1/2 sector away from the horde and get credit for a 61 V 1---> :huh

Yeah I don't think it's feasible, but of course you could have the score level off dramatically as enemy advantage approaches 5 to 1 - 10 to 1 ya know.

Offline Murdr

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Re: Icon balancing
« Reply #21 on: October 20, 2008, 08:37:05 PM »
Hmmm, sounds like a good idea...
(# of enemy in proximity/# of friendlies within proximity)=ProxyMod

ProxyMod*DamageVsEny=Damage vs Eny points logged for incident
and...
ProxyMod*DamageVsEny=Perk points logged for incident

Seriously!  Im sick of the "war game"/"overwhelming force"/"teamplay" mentality of some sects in the game.  Mind you, not the normal Murphies Law of gameplay, but the guys who think AH is about calling the whole squad in on one lone enemy. 

The guy in a 4v1 should get x4 points for damaging enemy planes, and the 4 hero's attacking the lone enemy should get x0.25 points.

Coordinated local ganging is going to ruin gameplay regardless of "ENY" (country balancer).  At least make so the score whordes make less score progress for regularly not fighting without an outragous advantage.
:)

Offline Zazen13

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Re: Icon balancing
« Reply #22 on: October 20, 2008, 11:31:36 PM »
This is really just a variation on the localized ENY modifier myself and a few others have come up with before. The limitation of the ENY system is that it does not take into account disproportionate distribution of force. Force example, the country numbers may be 150 Bish; 75 Rooks and 75 Knights. The current ENY system would heavily punish the Bishops, which makes sense if forces were applied in equal 50% portions toward both adversaries for the three countries. But, more often than not this is not the case.

You can see this in dramatic fashion on maps with a definite reset corner bias. The team in the reset corner is going to garner 75-100% of the attention from both opposing countries. The two other countries in turn receive relatively insignificant attention from one another. So, the country in the reset corner must enjoy a very wide numerical margin to offset that bias. But, the ENY system won't allow for that without incurring a large penalty...
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Offline Capt.Joe

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Re: Icon balancing
« Reply #23 on: October 21, 2008, 12:18:24 AM »
  I frequently come in above a horde, shoot one down and use the energy to make a "strategic egress," i.e. run away! :lol
:lol That's sig material  :aok
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Offline Wyld45

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Re: Icon balancing
« Reply #24 on: October 21, 2008, 01:29:34 PM »
Intriguing!  How would the game know if you were in a 1 vs. 3 or 3 vs. 1?

                Game engine would computate between the three sides by "Grid-Area" maybe?
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