Problem:
In smaller games of Blast Network, primarily 2v2, it can be very easy to jump far ahead of the enemy team and maintain that gap throughout. It basically makes the game pointless to play for many players. I've been on both ends of this issue and it just sucks for all when players just stop playing out of frustration & stand idle or move slightly to not be kicked.
Suggestion:
You all can come up with the thresholds for power ups auto-awarded vs kill spread. If x-number of kills separate the two teams, then start adding more power ups to the losing team's reviving (through energy or time wait) players; particularly with speed and blast power ups. This is done minimally already, but when there is 1 or more players fully maxed on speed, bombs and blast power ups, it can be nearly impossible to catch up or kill said person.
Like I stated above, I've been on both ends of this issue--so I'm not a disgruntled player looking for an easy out/fix. I just think there needs a bit more tweaking for balance.
Bumping back to page 1 for some face time.