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(LD) Team Balance (when a man down)

15 Antworten [Letzter Beitrag]
Do, 04/17/2014 - 12:10
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Holy-Nightmare

Suppose you are enjoying a close game of lockdown when suddenly someone on your team has to leave (for whatever reason, be it food, bathroom, or just family obligations) suddenly your entire team is at a disadvantage and unless your team can pick up the slack you are going to lose.

Why not implement something that increases the damage resistance and damage output of the team that is down a player? Something that still allows your team to compete even though you are down a person, and to make it fair, make it so that this boost only applies when your team is losing.

I have been in my fair share of LD where my team is winning and suddenly someone has to leave. This usually ends up dooming your team to lose.

Do, 04/17/2014 - 14:00
#1
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Dibsville

Put this in suggestions, not the coliseum...

Do, 04/17/2014 - 14:12
#2
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Seiran
^

Yep, one for the suggestions section.

Why not implement something that increases the damage resistance and damage output of the team that is down a player? Something that still allows your team to compete even though you are down a person, and to make it fair, make it so that this boost only applies when your team is losing.

Something like that is highly exploitable. Way back when Blast Network was popular, I specifically remember getting a bad taste from GvG because some guilds would force their players to leave at the beginning of the match so that it would turn into a 1v4. The team with one person would have an advantage because it was easier for the team with more people to 'lose' points (getting killed, team kills, suicide) than it was for the solo player.

In the same way, force your teammates to leave and now you have ultra players left on your team, and they can manipulate their points to be under your team's while they farm kills off of you. It's pointless but completely aggravating when you're on the (real) losing team and know the other team's just playing with you.

(btw, forgot to say before, but use the <em> and </em> tags if you want italics ;P)

edit:
Honestly, the only handicap that would make sense without making the aggressive players even more annoying is to increase the team's capture speed.

:|

Do, 04/17/2014 - 17:12
#3
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Holy-Nightmare
@Seiran

You seem only to be half hearing me......

This boost would only apply when your team is losing.

Once your team is winning then out the window goes that little boost.

Do, 04/17/2014 - 18:29
#4
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Klipik-Forum

What if it becomes a 1v6?

Do, 04/17/2014 - 18:54
#5
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Deleted-Knight
I also think it's too

I also think it's too abusable.

Why not raise the rate at which scores increase for teams missing players?
Say Team A has 6 players and Team B has 5. Team A gains +4 to their score per point per 6 seconds, but Team B gains +4 per point per every 5 seconds.

In Klipik's scenario, the solo player will get +4 every second he/she controls a single point.

Fr, 04/18/2014 - 00:04
#6
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Fangel
I've had thoughts on this too

One of my ideas was to decrease spawn times for members of the disadvantaged team or increase spawn times for members of the advantaged team.

I also had the idea that monsters would show up and fight for the disadvantaged team (They cannot capture points). Maybe boost their health too for every player on the other team(equivalent to elite difficulty health and damage output). They would be on a respawning monster pad around the map or on the points.
What I would really prefer is to have lockdown AI bots that can play well, but if we have ones that can't really be viable in PvE, I wouldn't ask for something to be completely reworked anew for PvP.

Fr, 04/18/2014 - 01:14
#7
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Darkcub
gime that 1vs6 , i can by

gime that 1vs6 , i can by inmortal

Fr, 04/18/2014 - 06:17
#8
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Holy-Nightmare
@ darkcub fangel and autotarget

@ AT Cap point increase means nothing if you cant stay alive long enough to cap

@ Fangl Spawn time increase would only affect bad strikers, guardians, and recons (since good strikers run to base to heal as soon as they take decent damage)

@ DC You can be nearly immortal till you actually start to win (according to my suggestion)

Fr, 04/18/2014 - 07:36
#9
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Fangel
Time spent in the spawn is time spent not in the game

Players who retreat to the spawn are taking a short time out, giving an open window for the other team. Longer respawn times puts more pressure on them if they do die while letting those who do die on the disadvantaged team be able to jump back into the fight quickly.

As much as players want to believe, there's more to lockdown than damage values and stat-boosted strikers.

Fr, 04/18/2014 - 07:55
#10
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Sandwich-Potato

What are you talking about Fangel? That's blasphemy. We all know LD is just shooting people and stabbing them repeatedly.

I like the idea of monsters. Would they be random, or like always Lumbers or Trojans or Giant Lichens or such?

Fr, 04/18/2014 - 09:29
#11
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Feyi-Feyi

Unless you're planning to drop Vanaduke at their spawn, monsters is a silly idea.
Let's face it.. The monsters SK has to offer aren't exactly dangerous.
Not in PvE, and certainly not in LD where everybody has boosted stats and at least a full party.

Ever noticed rock jellies aren't exactly a problem? It's because they have predictable AI, and are burned down so easily.
Same goes for every regular monster you would drop.

Increased rev timers for the losing team makes the most sense imo, since it doesn't mess with the classes.

Fr, 04/18/2014 - 09:58
#12
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Holy-Nightmare
@ Feyi-feyi

I wonder what It would be like to play LD where all the blocks are rock jellies......

Fr, 04/18/2014 - 10:14
#13
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Sandwich-Potato

Psst Feyi. Trojans in a crowded hallway.

Fr, 04/18/2014 - 11:09
#14
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Fangel
It gives the other team something else to fight

Players will fight the the enemies as they are a threat, no matter how small. Your flourish tactic won't be helpful on mecha knights, and you can't shield any attacks as a striker.

The enemies could show up in comparison to how many players have left. A single griever and lumber could spawn on points when one player leaves, mecha knights can spawn once two players leave, gremlins could spawn when three players leave, howltzers can spawn once four players leave, trojans and silkwings (that heal players!) spawn once five people leave. These all add up, and can be status-based to the team color, and have the team color under their feet as the team does. (Green = Poison, Magenta/Red = fire [curse would be magenta but there's barely any curse-themed enemies], yellow = stun/normal, blue = shock, cyan = freeze. Other colors can be similar, but I can't think of any more) Maybe having phantoms would be good, too.

Fr, 04/18/2014 - 13:18
#15
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Autofire
You are experiencing a PICNIC ERROR!

Hmmmmm

This is all too complex. Just allow other players to join mid-way, at the trade-off of receiving a reduced crown prize if they win. (Only applies to players who join-midway)

Also, if you join after either one team has more than half of the needed points to win or if you join when there is only half of the time limit left, then you get only 1 Krogmo Coin, even if you win.

Joining players shouldn't receive the effects of bribes either.

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