Author Topic: Arena #'s dependent country-change time limits? Ideas to improve playability  (Read 1537 times)

Offline trogdor

  • Zinc Member
  • *
  • Posts: 78
Suggestion:
Make wait-period for side-switches depend on arena population

- Move from High to Low Side: minimal or no wait period
- Move from Low to High Side: full wait period
- Move from Mid to Low/High Side: short wait / medium wait period, respectively

Ideally, waiting periods would be scaled with the current degree of imbalance, not the degree of imbalance at the time of the last switch the player made.

Why? To improve your odds of finding something to do in the MA.

Here's a situation that occurs every day, but there are others also -

Players in Europe and especially in "Australia and New Zealand" (i don't believe they exist) will have experienced logging into an arena in which the numbers are at/around the daily low. In these situations, it is usual for there to be little or no accessible combat for one of the countries. So you move sides to a country that does have an active fight. And that's great for about 30 minutes - when (e.g.) the US east coast logs in and suddenly your newly adopted side outnumbers both the other sides, combined, by a factor of 3. A lot of ganging and steamrolling ensues, but not much actual combat of any quality.
You can't switch sides for another 330 minutes, so you just log off (further reducing MA activity) and maybe consider another hobby.

Relaxing/modifying the 6-hour waiting period for side-changes to be dependent upon arena numbers could keep the MA interesting for players when numbers are low or ridiculously imbalanced.
This scheme allows players to easily move in directions that improve the arena balance and (presumably) the likelihood of interesting combat engagements.

Opinions?

trog
"It's like watching a bunch of retards trying to hump a doorknob out there."
- Patches O'Houlihan

Offline Shuffler

  • Radioactive Member
  • *******
  • Posts: 27311
Ahhh refreshing... an actual idea. Scaling might be a good idea. Pretty much no limit if switching to the low number side. This would pretty much eliminate the problem of one switching to the low number side and then in short order finding him or herself on the high number side. Make the switch time to the low number side minimal.

I like this idea!!   :aok
80th FS "Headhunters"

S.A.P.P.- Secret Association Of P-38 Pilots (Lightning In A Bottle)

Offline svaalbar

  • Nickel Member
  • ***
  • Posts: 409
Are two teams really impossible to have? I know the map selection will suffer/change. I've also heard that the game in MA is specifically programmed to always have 3 teams or something.
"All fighter pilots were a little crazy, but mostly the nicest guys you'd ever meet." The Biography of a Rabbit, by Roy Benson Jr - https://gutenberg.org/files/7190/7190-h/7190-h.htm

https://www.youtube.com/channel/UCaKxx5UhMZ0REI8E2FGfGag

Offline Windycty

  • Copper Member
  • **
  • Posts: 113
+1
"Four fried chickens and a Coke"

Offline Simon

  • Nickel Member
  • ***
  • Posts: 388
Good thoughts, but with the gigantic maps in rotation (like the one now) efforts to balance teams is wasted.

Offline Saito

  • Copper Member
  • **
  • Posts: 118
Auto balance :noid
  JG52 "Experten" - Main Arena XO

Offline Eagler

  • Plutonium Member
  • *******
  • Posts: 18756
Smaller maps

The lowest number side has its ack jacked to 20x normal

The mid team has ack set to 2x normal

The side with highest numbers has ack decreased by 20% or this varies depending on how lopsided the numbers are

Eagler
"Masters of the Air" Scenario - JG27


Intel Core i7-13700KF | GIGABYTE Z790 AORUS Elite AX | 64GB G.Skill DDR5 | 16GB GIGABYTE RTX 4070 Ti Super | 850 watt ps | pimax Crystal Light | Warthog stick | TM1600 throttle | VKB Mk.V Rudder

Offline SPKmes

  • Gold Member
  • *****
  • Posts: 3271
Hear hear !! ...I second this motion


Offline RotBaron

  • Gold Member
  • *****
  • Posts: 3561
 :aok


+1

I’d love to switch over at times almost every time I log in - but the 6 hours keeps me from doing so...
They're casting their bait over there, see?

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
Not a new idea. Issue is you can move to the high side, and then immediately move back if you are on the low side.

HiTech

Offline ULPink

  • Copper Member
  • **
  • Posts: 192
Not a new idea. Issue is you can move to the high side, and then immediately move back if you are on the low side.

HiTech

Just once. People cannot do too many unsavory things with just one switch.  Or, maybe make it so you cannot switch to the high side?  I hate looking for fights too.
Check Six!

Offline dieter

  • Copper Member
  • **
  • Posts: 101
Sounds like a good idea, without too much impact.  Can we give it a couple week try to see if it makes life crazy?  Hopefully not too much code to implement.

ULDieter

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
Sounds like a good idea, without too much impact.  Can we give it a couple week try to see if it makes life crazy?  Hopefully not too much code to implement.

ULDieter

No

Offline ULPink

  • Copper Member
  • **
  • Posts: 192
 :cry
Check Six!

Offline Shuffler

  • Radioactive Member
  • *******
  • Posts: 27311
Are two teams really impossible to have? I know the map selection will suffer/change. I've also heard that the game in MA is specifically programmed to always have 3 teams or something.

Wrong thread....
80th FS "Headhunters"

S.A.P.P.- Secret Association Of P-38 Pilots (Lightning In A Bottle)