Coverage seems to be one of the biggest issues for people. Second to that is the advantage of the larger side. Now granted I enjoy the current system, but it made me ponder other options. Below are some quick thoughts on still granting an advantage to the larger and better covered side but a boost to encourage a smaller side to fight on.
Objectives:
• All Time Zones = Equal Weight
• Award servers for holding objectives
• Award fights
• Encourage combat across the map
• Discourage swapping of objectives
• Encourage defending
• Award servers that fight and lose over those that don’t fight
Process:
• Keep PPT
• Add value over time points
• Add capture and defense points
• Change points for fights
• Reduce the value of swapping objectives
Any solution needs to work in the scenario where there is and is not coverage. If a server has better coverage it shouldn’t be penalized for that but it should be of more interest to be attacked.
Details
PPT Remains
PPT encourages a side to hold objectives. You want that because it creates value in that object and you need a reason to want it. If someone can hold it over time they should be rewarded for that. Just because no one is home doesn’t mean it doesn’t have value. What is needed is to change the points that are awarded for that objective.
Objectives Points
Why would someone want a tower in the middle of nowhere? It needs to have value. If our objectives actually were at bottlenecks they would have their own value, but they can all be bypassed. That’s good and bad. For now let’s leave that the same for this discussion. Objectives should continue to add points over time paid out in 15 minute blocks as they are. The longer that an objective is held though the more valuable it should become for an attacker to want to take it. Now based on other changes below the base value of objectives should be doubled per tick if not more. See awarding fights below.
Over Time Points
How to do this? At each tick a percentage of the same value that the objective was worth is added to a reserve of points. The reserve starts 30 minutes from the point the map resets or the control of an objective changes over a 24 hour period. If the objective is captured before the 24 hour mark the server capturing the objective is rewarded a portion of the reserve points in a capture bonus and the pool is emptied. Now the pool is emptied because, let’s face it how much value does something have after it’s been sacked? We don’t want to encourage flipping. More on why only a portion of the points in a bit. Now remember this is only a portion of the value awarded during each of the individual ticks. The total points that the original owner was paid over the entire time should always be higher because they rightly controlled the objective during that time. You want to reward a side for holding but there should be a bigger reward for taking items held longer. This concept helps mitigate a server controlling a time zone by allowing an offline side to regain some lost ground.
If the objective is not captured before 24 hours is passed then a portion of the pool of points is awarded to the controller of the objective and that value is deducted from the total pool. Once again there should be a reason to defend and upgrade an objective. The owners are therefore encouraged to keep what they own since they can also benefit the longer they hold. The pool is not emptied in this case because the longer it is held the more it should be worth. The number of hours before defenders are paid can be changed but should represent as much as full game day cycle as possible to not favor a time zone over another.
Now why did we talk about a percentage of the pool of points versus the full pool. By using a percentage we can encourage other activities and reward for those that are measured as favorable. Example: for each successful defense (measured by number of attackers to defenders with minimums for each size of objective to avoid people playing the system) the percentage of defense points rewarded on successfully holding the objective is increased. Capture point percentages are increased based on objective upgrades made by the defender, and if the keep was defended at the time of capture (once again hidden metric to prevent people playing the system). Paying the attacker more for a capture of a defended keep is offset by paying the defender more for defending a keep. Once again we want to encourage fights. Other measurable actions could likewise influence the percentage of points, but should never reach 100%. First thoughts are max at 60-70%. Why? Simple, owning the keep the entire time should pay more and encourage people to defend. The capture points likewise encourage a side that is disadvantaged to keep trying since they can reclaim some of what was lost.
more…
De Mortuis Nil Nisi Bonum.
