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Defending when you actually have people respond quickly is actually easier than attacking so a single defense should be worth less what I was trying to say with my idea was the repel timer repeats as long as they keep attacking so defenders can earn multiple defense points. Eventually the attackers would have to stop and rethink if it takes too long or else they’d give their opponents more points from defense than they’d earn by taking it.
Wolf on the static thing it is instead of earning points for an objective every 15 minutes you get a set amount of points once you take it and thats its. So if its worth say 50 points and you hold it uncontested for say 7 hours you only get 50 points, however if say you repel 3 attacks and each repel is worth say 25 then your total points for that objective over the 7 hours would be 125, and say if you lost it then retook it you would get another 50 points.
I agree Eihder not sure if it was clear but thats also what I was suggesting. My other changes were brainstorms to try to keep interest up for as long as possible thus the 24 hour rounds to prevent matches from simply running away from a server. Also I agree with Wolfs 4th suggestion wholeheartedly.
There really is no way to negate numbers in any form of team play honestly any system is going to have that problem. The best would be to try to reduce the advantage sheer numbers gives a server. To that end I’d suggest that the outnumbered buff grants a modest increase in HP and DMG but the big thing would be once you are outnumbered say 3-1 (somebody far better than me I’m sure could make a better figure for balance) points earned are doubled.
An idea I’ve been mulling over for some time; by no means do I claim to be an expert just looking to get some opinions on it.
7 24-hour rounds
scoring is objective based not timed based etc:
-all positions neutral at start and first cap is worth no points instead they provide extra supply (1 time only)
-taking a supply/tower/keep is worth 10/20/40 points
-defending a supply/tower/keep is worth 5/10/20 points (possible to defend multiple times in a single push if you can hold that long)
-each kill is worth +1 point, each death (pvp only) is worth -1 point, a revive (also only if killed by or the result of a player ability) is worth +2 points
-A one time bonus for controlling a certain percentage of the map say 25%/50%/75% worth 15/30/60 points
At the end of the 24 hours the server with the most points wins the round and the maps are reset with starting positions randomly selected
To win a server would need 4 round victories (in the event of a 2×2×2 tie the final round would naturally determine the victor)
each round worth X amount of points (for ladder purposes)
in addition to the points for the round victories points are awarded for position (again for ladder)
-first place worth 50 points
-second place worth 25 points
-third place worth 10 points