Coleus Rattus
Villore Sec Ops Gallente Federation
25
|
Posted - 2013.01.27 15:01:00 -
[1] - Quote
It's really hard to turn around a skirmish that's one sided. Now I don't say that's bad outright, but it does cause one thing that frustrates me: when you fight a lost battle to it's end, you're trading time (and possibly ISK or AUR, if you don't back down to the free starter fittings at that point, which leads to a whole other can of worms I will adress later) for a tiny bit of additional SP.
So I propose that matches end early when the theoretical possibility of one side to win gets down to zero, much like we already have when a team runs out of clone reserves.
Right now, there is always a point when one team cannot possibly win anymore, as the MCCs also deal out damage to each other irrelevant to the status of the null cannons: This makes the maximum time needed to destroy a MCC a known value. The DPS of the null-cannons are also a given. So when due to that constant MCC to MCC damage, the time team A's MCC has left to live is shorter than the time the team B's MCC has, even if all the null-cannons were to be captured shoot at it, the match has become unwinnable for team A. IMHO that should be the moment the game is over. It should possibly also factor in the minimum time needed to cap all the null-cannons as if they were uncontested, to shave a few more moments off the game length.
Now IIRC, both the SP and ISK earned per match are tied to the time the players were fighting, thus having matches end prematurely, it would actually be detrimental to the outcome for the winning team. Thus I additionally propose that in case of such a "Decisive Victory", there should be a SP and ISK bonus for the winning team that is at least equal to the difference compared to an "oridanry" victory, while the losing time should only get the standard amount of both. Thus it would create incentive to both actively achieve such a decisve victory and preventing the other team from winning one. And it would make some skirmishes last shorter, thus enabling players to play a match or two per day more than now.
Now you could argue that the time spent fighting an already decided skirmish is still tactically important, as there are assets that can still be destroyed, impacting the ISK gain on both sides, but I for one always start using the free fittings when I deem a match unwinnable to minimize my personal losses. If that is a widely used practice, the economic impact of those phases would be negligible, while having the donwside that if it's used too early, it would tip the balance in favour of the winning team even more.
Disclaimer: I hope I got my point across, now rereading it, it sounds quite convoluted and I can't seem to make it more clear... |
Coleus Rattus
Villore Sec Ops Gallente Federation
25
|
Posted - 2013.01.29 08:22:00 -
[2] - Quote
DropKickSuicide wrote:I think this is a bad Idea
1: theres ALMOST always a way to comeback I dont want the game ended short just to save 30sec
Nope, there isn't. If one team hugely outclasses the other, there is a time when it becomes impossible to win for the other team. Thus, fighting on FROM THEN ON serves practically no purpose for both the losers or the winners.
Quote:2: If this was implemented why not just cut the MCC sheilds and Health by half and only have 50 clones? that would go by faster.
Because the game length is not the problem. Games are not too long. The problem (or rather, annoyance) is the time between the outcome bgeing decided and it actually ending. Halving the MCC's time of survival and the clone reserve don't solve it.
Quote:3: If your really that concerned about the time then just quite you wont lose anything but the time you;ve already spent You lose the assets you've used and don't get any rewards. And I think it's rightly so, to discourage ragequitting. I also dislike the idea of letting down my team, even if it is losing. It's just the part when you basically roll over and wait for the game to end that's annoying.
Quote:4: a New players should know that in any game there are people that wreck and people that dont. And without some kinda ranked Matchmaking this cant be avoided.
I actually think that instead of matchmaking, there should be a system that rewards players when they kill or even win against enemies with higher skill levels and better gear. Matchmaking is something I don't generally like, as it rarely works properly. |