Forums › English Language Forums › General › Suggestions

Search

Lockdown with Unequal Teams

4 replies [Last post]
Sun, 09/18/2011 - 20:10
Antistone
Legacy Username

I've been in several Lockdown games now where, for whatever reason, someone has left the game before the match finishes (usually near the start). Asking players to finish out the match when their team is clearly at a significant disadvantage is not fair or fun.

It's possible this already happens and I can't tell because all the game math is SECRET, but there should be some sort of mechanic that gives the smaller team some compensation, such as increased health or reduced respawn times. You run the servers, you can easily collect statistics and tweak the amount of compensation until having a player leave doesn't significantly affect your chances of winning (compare to games where no one leaves but which had similar disparities in score at the time of the departure).

Once you get it balanced correctly, you could even start games with an odd number of players if necessary to prevent someone being left in the waiting queue. So it will be a useful feature even if no one leaves.

Alternately, if it's early enough, maybe let another player into the match in progress to fill the slot (with a discounted entry fee or something).

Sun, 09/18/2011 - 21:26
#1
NicoyaKitty
Legacy Username
I've managed to win once on a

I've managed to win once on a team that was down a man, but in general it really takes the joy out of victory and adds unneeded frustration to defeat when the losing team loses because of a quitter.

Mon, 09/19/2011 - 14:01
#2
Orangeo's picture
Orangeo
How about when someone

How about when someone quit's, they can't play lockdown for 15 minutes. so if they had to leave, fair enough, but they can't say "my team sucks" and start a new match.

Mon, 09/19/2011 - 16:13
#3
bananafish28
Legacy Username
compensating for a man down

i agree that losing a player at the start of the match or in the middle can be frustrating and unfair for the remaining teammates, afterall we didn't choose who we were teaming w/-

i think some adjustment to spawn times and capture times to compensate for players leaving midgame would help balance the game. i have played in several games were closely matched and behind by 100-150 pts by mid-game can still overcome and win the match before it is over.

a player dropping midgame can make the challenge of overtaking the lead unsurmountable.

2 suggestions though; in guild games where a teammember leaves, the balance effect does not take effect; afterall - this time teammates were 'chosen' and abandoning your guild members is generally imho very poor sportsmanship. (if i was guild leader, it would be very close to grounds for dismissal).

is that at the start of the match to know whether it is a 500 or 900 point game. i've had 6 on 6 matches that were only 500 pt games. so sometimes hard to gauge whether near endgame or still midgame.

Mon, 09/19/2011 - 16:49
#4
Antistone
Legacy Username
I believe the threshold to

I believe the threshold to win is determined by the number of control points in the map (500 for maps with 3 points, 900 for maps with 5). Displaying it would be a good idea, though.

Someone should document the scoring rules (with actual numbers). The general reluctance of the designers to actually tell us how anything works does get very annoying.

Powered by Drupal, an open source content management system