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Suggestions / Autobalance
« on: 12-02-2011, 10:02:34 »
This thread is about a suggestion that would make balancing maps easier for the mappers.
Right now we have such balancing features as the KT on Godwood to help a weak German team fight its way out of a surrounded main base. However, if the German team still can't get out due to a too strong Allied team there isn't much they can do.
What I propose is a more elaborate system that would keep giving more and more reinforcements until a certain criteria is met.
Example: The Germans get slaughtered at Brest and pushed back to the last main base. If this goes on for more than say three minutes another PZIV spawns (or more pick up STGs or something). Five more minutes and still no progress --> More reinforcements arrive. This would go on until the team actually manages to get out of the main base and capture a flag.
This leaves the German team quite strong so they would probably continue to advance quite far before the extra reinforcements they got are knocked out. If it continues so far that the Allies get pushed back all the way to their main base they would also get reinforcements after a set period of time and so the fighting would move towards the harbor again.
This can of course be implemented to any map and does not have to be just for main bases.
By using this slightly more elaborate reinforcements system you get benefits such as:
-Getting stuck and raped in the main base for half the round would simply not happen (more fun for both teams).
-A more fluid battlefield that moves back and forth a lot more than before (more fun and historically correct).
-More variety in the game play (more fun).
So basically, this is a safeguard that prevents maps to be too unbalanced and therefore perhaps the mappers/devs would be able to release maps with less amount of testing (more frequent releases).
Right now we have such balancing features as the KT on Godwood to help a weak German team fight its way out of a surrounded main base. However, if the German team still can't get out due to a too strong Allied team there isn't much they can do.
What I propose is a more elaborate system that would keep giving more and more reinforcements until a certain criteria is met.
Example: The Germans get slaughtered at Brest and pushed back to the last main base. If this goes on for more than say three minutes another PZIV spawns (or more pick up STGs or something). Five more minutes and still no progress --> More reinforcements arrive. This would go on until the team actually manages to get out of the main base and capture a flag.
This leaves the German team quite strong so they would probably continue to advance quite far before the extra reinforcements they got are knocked out. If it continues so far that the Allies get pushed back all the way to their main base they would also get reinforcements after a set period of time and so the fighting would move towards the harbor again.
This can of course be implemented to any map and does not have to be just for main bases.
By using this slightly more elaborate reinforcements system you get benefits such as:
-Getting stuck and raped in the main base for half the round would simply not happen (more fun for both teams).
-A more fluid battlefield that moves back and forth a lot more than before (more fun and historically correct).
-More variety in the game play (more fun).
So basically, this is a safeguard that prevents maps to be too unbalanced and therefore perhaps the mappers/devs would be able to release maps with less amount of testing (more frequent releases).