Introduction:
Based on what I've read so far: With countdown the attackers lose the map when they basically fail a single attack for a cap zone. Basically if the attackers get killed while attacking the first cap zone the entire map is over.
If a map got 4 cap zones each with a 50% chance of success per cap for the attackers, then the chance for the attackers actually winning is 100% * (0.5)^4 = 6,3%
To actually give the attackers a 50% chance of winning the entire map the chance for the attackers of winning an individual cap zone must be 84% as 100% * (0.84)^4 = 50%
This means that for the map to be balanced, the actual attack for a cap zone must be easier than the defence of a cap zone. This goes against most logic, as normally the defence should be easier.
Now as with countdown you play as both axis and allies, the end result is still balanced, as one team might make it further than the other team. However it would be a waste if there would pretty much never be a battle for the last cap zone, with the game mostly ending with the first cap zones.
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Suggestions:
For me there are basically 2 suggestions for this issue. Please give your comments about these suggestions, and give your own suggestions for the case suggested. Either suggestion could be used or a combination of both.
Suggestion1:
Allow the attackers to have a numerical advantage over the defenders. Either through unbalanced teams or allowing the attackers to re-spawn more often.
Reason/Explanation:
Players in countdown normally re-spawn when an objective is captured, attackers could be given some objectives where they re-spawn but the attackers don't. By letting the attackers re-spawn more often the attackers allows the attackers to be given an numerical advantage without having to take away the geographical advantage of the defenders. (unbalanced teams from the get go like 10 vs 5 would give a similar result, and be interesting as I don't know any game utilizing unbalanced teams).
Suggestion2:
Give the attackers multiple tries before they loose the entire map. If the attackers all die or fail to capture a zone within the designated time limit, both the dead attackers and defenders re-spawn. However the attackers can attack "n" times before they definitely lose the map (when the attackers lose or win a cap they lose one of their tries ).
The win conditions then become.
The attackers win if they capture the last cap zone, the defenders win if the attackers fail to capture the final cap zone after "n" attack waves.
Reason/Explanation:
Using this winning condition a binomial probability can be used to calculate the chance of winning the map. (to keep things simple and so order won't matter I'll keep the chance for success for every cap the same)
With "n" being the amount of tries the attackers have
"p" being the chance of successfully attacking a cap zone.
and "k" being how many times the attackers win a cap zone.
with "P(k)" being the chance of capping "k" cap zones.
So lets fill it in
Lets take "n" = 8 (the attackers must win the map within 8 tries)
Lets take "k" = 4,5,6,7,8 (you want to know when the opponent won 4 times, and winning 5 times means you won 4 times as well)
and lets take "p" = .5 (a 50% chance of capturing a capzone).
P(k=4) ==> 0.27 (27%)
P(k=5) ==> 0.22 (22%)
P(k=6) ==> 0.11 (11%)
P(k=7) ==> 0.031 (3.1%)
P(k=8) ==> 0.0039 (0.4%)
------------------------- +
P(k=4 to 8) ==> 0,63 (63%)
This means the total chance of the attackers to win in this case is 63%, which means that in this scenario attacking is actually easier than defending. While all cap zones have a 50% chance of success for both the attackers as defenders.
So where the chance with 4 tries to capture 4 cap zones is 6.3%, with 8 tries the chance to capture 4 cap zones is 63%. Aka the attackers got a 10 times bigger chance of going through and capping all cap zones. 8 tries might sound like a lot but 16 "rounds" in a Search&Destroy maps are quite common in for example competitive play in COD4 and CS:S.
Adding this functionality to countdown would make it a lot easier to balance maps in a way that actually all cap zones will see the light of day. And it would give the mappers a strong tool for balancing out their map, without having to make it super easy to capture a zone.
Based on what I've read so far: With countdown the attackers lose the map when they basically fail a single attack for a cap zone. Basically if the attackers get killed while attacking the first cap zone the entire map is over.
If a map got 4 cap zones each with a 50% chance of success per cap for the attackers, then the chance for the attackers actually winning is 100% * (0.5)^4 = 6,3%
To actually give the attackers a 50% chance of winning the entire map the chance for the attackers of winning an individual cap zone must be 84% as 100% * (0.84)^4 = 50%
This means that for the map to be balanced, the actual attack for a cap zone must be easier than the defence of a cap zone. This goes against most logic, as normally the defence should be easier.
Now as with countdown you play as both axis and allies, the end result is still balanced, as one team might make it further than the other team. However it would be a waste if there would pretty much never be a battle for the last cap zone, with the game mostly ending with the first cap zones.
--------------------------------------------
Suggestions:
For me there are basically 2 suggestions for this issue. Please give your comments about these suggestions, and give your own suggestions for the case suggested. Either suggestion could be used or a combination of both.
Suggestion1:
Allow the attackers to have a numerical advantage over the defenders. Either through unbalanced teams or allowing the attackers to re-spawn more often.
Reason/Explanation:
Players in countdown normally re-spawn when an objective is captured, attackers could be given some objectives where they re-spawn but the attackers don't. By letting the attackers re-spawn more often the attackers allows the attackers to be given an numerical advantage without having to take away the geographical advantage of the defenders. (unbalanced teams from the get go like 10 vs 5 would give a similar result, and be interesting as I don't know any game utilizing unbalanced teams).
Suggestion2:
Give the attackers multiple tries before they loose the entire map. If the attackers all die or fail to capture a zone within the designated time limit, both the dead attackers and defenders re-spawn. However the attackers can attack "n" times before they definitely lose the map (when the attackers lose or win a cap they lose one of their tries ).
The win conditions then become.
The attackers win if they capture the last cap zone, the defenders win if the attackers fail to capture the final cap zone after "n" attack waves.
Reason/Explanation:
Using this winning condition a binomial probability can be used to calculate the chance of winning the map. (to keep things simple and so order won't matter I'll keep the chance for success for every cap the same)
With "n" being the amount of tries the attackers have
"p" being the chance of successfully attacking a cap zone.
and "k" being how many times the attackers win a cap zone.
with "P(k)" being the chance of capping "k" cap zones.
So lets fill it in
Lets take "n" = 8 (the attackers must win the map within 8 tries)
Lets take "k" = 4,5,6,7,8 (you want to know when the opponent won 4 times, and winning 5 times means you won 4 times as well)
and lets take "p" = .5 (a 50% chance of capturing a capzone).
P(k=4) ==> 0.27 (27%)
P(k=5) ==> 0.22 (22%)
P(k=6) ==> 0.11 (11%)
P(k=7) ==> 0.031 (3.1%)
P(k=8) ==> 0.0039 (0.4%)
------------------------- +
P(k=4 to 8) ==> 0,63 (63%)
This means the total chance of the attackers to win in this case is 63%, which means that in this scenario attacking is actually easier than defending. While all cap zones have a 50% chance of success for both the attackers as defenders.
So where the chance with 4 tries to capture 4 cap zones is 6.3%, with 8 tries the chance to capture 4 cap zones is 63%. Aka the attackers got a 10 times bigger chance of going through and capping all cap zones. 8 tries might sound like a lot but 16 "rounds" in a Search&Destroy maps are quite common in for example competitive play in COD4 and CS:S.
Adding this functionality to countdown would make it a lot easier to balance maps in a way that actually all cap zones will see the light of day. And it would give the mappers a strong tool for balancing out their map, without having to make it super easy to capture a zone.
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