Author Topic: Yes, ENY again...  (Read 3747 times)

Offline Shuffler

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Re: Yes, ENY again...
« Reply #90 on: August 28, 2009, 03:35:40 PM »
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Offline moot

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Re: Yes, ENY again...
« Reply #91 on: August 28, 2009, 03:37:14 PM »
I've read a lot of this thread, but not all, so I appologies in advance if this was answered already.

 I understand the point of ENY to help even things up. But I find that while arena's may be out of balance as a whole, that has very little to do with the local story at the bases where the fight's are going on. Knight are defending against an attack by 15 rooks. There are 5 or 6 of us trying to defend the base, and the ENY for Knights goes to 25. So I have my P-40 or P39-D up and I'm out numbered 3:1 against Spit 1, Ponies, and Typhoons. I guess it means somewhere the Knights must be winniing.

But I'm wondering about the dynamics of wanting the Knights to switch sides to even things out. The Arenas are big, and I find quite often the action gets concentrated in a few areas or bases. Everyone wants to be where the action is, or where plane density is high.  If bases get taken and one team get's compressed into a smaller area, that would seems to shrink the "front" and create higher 'plane density' and up the action, and reduce the fly-times, search-times for bandits. Especially for the team who has lost the fields. With higher density for the losing (area) team, shouldn't the tide of the battle correct itself?

Of course I've only been at this for 4 months now, so what happened in the above scenario before ENY? Did the tide of battle NOT correct itself?

In short...what problems were ENY put in to correct, and is it working?

Thanks.

Front-local ENY would prolly be an improvement, but is it feasible to code?
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Offline Vinkman

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Re: Yes, ENY again...
« Reply #92 on: August 28, 2009, 07:02:43 PM »
Currently, that is the only way to implement it. Some have suggested "local area" ENY, which would work better, but would be very complex to implement and what would stop someone who is ENY limited at one field to the east of an enemy field, but his field to the west of the enemy field is not ENY limited ... he and many other could still take the 5 ENY rides and pummel the same field.

The game calculates enemy/friendly per sector already as illustrated by the 'DAR-Bars'. Maybe the ENY could be mapped to fields in a sector based on the DAR ratio?...and one field radius? Overlapping ENY decrapencied could be averaged. I think the idea of ENY is valid, but it's one size fits all implementation might be creating as many problems as it solves. Something like this might improve it.

Perhaps the HTC team could comment on how difficult it is to implement, or whether it's even an idea worth trying.
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