![]() |
![]() |
|
#1
|
||||
|
||||
|
Atm when the score is 1-1 after 2 rounds and the server is set to only 2 rounds the next winning condition is the team score. Makes sense but the problem is with Attack/defend maps, when the end result is 1-1 ofcourse mostly the attackers will win because they are mostly able to capture a few points while the denders only can kill the attackers, in some maps the defenders are able to recap some points but as a defender that's not really the point of the game. Basically, the attackers mostly have to win one of the two rounds to win on the whole.
Perhaps not counting the capture points in the team score would solve it. Unless someone has a better idea. |
|
#2
|
||||
|
||||
|
Could win through Reinforcement amounts instead.
|
|
#3
|
||||
|
||||
|
Teampoints should never be used to determine victory. Resupplying MG's should not contribute to team victory (in a direct sense). Better to use reinforcements left.
__________________
aka Wakke |
|
#4
|
||||
|
||||
|
That would solve it most of the times but it's not impossible that both sides ran out of reinforcements and it's not impossible both sides ended with the same amount of living players. Actually it's also not impossible to end with the same teampoints, what happens then?
|
|
#5
|
||||
|
||||
|
If both teams have similar amounts of team points (within around <5% I beleive) then the round goes to reinforcments. If that's the same as well then I have no idea what happens after.
|
|
#6
|
||||
|
||||
|
Now I'm curious. Someone should check this out!
|
|
#7
|
||||
|
||||
|
It doesn't matter much what they use as tie brake, as long as maps are not symmetrical one side will always be easier to play than the other.
In case teams would swap halfway then a good tiebrake could be important, but as long as the axis team stays axis and the allies stay allies. You won't be able to say which team is better anyway. The max you could do is compare it against average statistics with the most similar situation which is near impossible to do accurate enough. Microsoft's true skill can predict things with about 60% accuracy (so not that far off from a complete random guess :P) you could easily add in map statistics to make the prediction better. But I doubt TWI would ever go for something like that. So when you can only roughly determine who's better the current points based scenarios work well enough. If you prefer so you can actually even disable the point based tie-brake for a reinforcement percentage based tie-brake through a servers webadmin. (If that feature works at least).
__________________
Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm. Last edited by Zetsumei; 04-08-2012 at 08:11 PM. |
|
#8
|
||||
|
||||
|
Or how about just have a tie?
|
|
#9
|
||||
|
||||
|
Not possible there are no audio/voice pieces for that, and I doubt TWI wants to have no audio at end round
![]() (Although I would say just play the losing music/voices for both teams) Ties probably would be issue with the campaign as well, although logically nobody has seen the campaign yet
__________________
Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm. Last edited by Zetsumei; 04-08-2012 at 08:47 PM. |
|
#10
|
||||
|
||||
|
Quote:
For campaign mode, I don't know how it works but oh well, how about have it act like nothing happend, no money was lost or gained for either side. Basically a tie would be a big waste of time. |
|
#11
|
|||
|
|||
|
I could've sworn that I've seen ties in this game. Said something like "all match win conditions were equal" or something similar. Am I dreaming?
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|