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Average game length - options for change
#27
I thought of creating a new post, but decided to post here since its same topic.


I have some ideas to reduce game length a bit, I'm not a really fan of very long games, they can last a bit shorter imo. My common sense tell me that increasing tank bounty, and maybe lowering creep and building bounty may accomplish that. I'm only suggesting some change to bounties.



1) Lower bounties of everything else, increase hero bounty

Maybe increase the base tank bounty by 100 maybe and increase the value factor affecting tank bounty, lower creep bounty to 10/20 gold, lower building bounty by 20% too?, doubling bounty can occur at every 50 min instead of every hour maybe. This would give approximately same income, but tank kills counts more than before so uneven games will end games faster maybe. (Alternatively creep bounties can be kept at same level.)

OR

2) Increase the bounty of everything by 25%?


It will make uneven games shorter, only even games will be approximately the same length, but you will develop faster, but problem with this is that you must upgrade more armor, as you get more gold faster. 

OR/AND

3) Readjust Force gold distribution to reward players doing well in league mode

Actually I think tank kills doesn't count as much. Getting tons of tank kills will in more rarest cases not count as 50% of your gold income, 10 creep kills and you earned approximately a tank kill at the bery beginning, just 2 waves. Normally creep kills and building kill and assists counts about 60-95% of your income depending on your tank kills, where you get a lot of kills at start, doesn't really count out so much at end games if the table turns around and kills is more worth. The multiboard kinda give the wrong idea of how well a player does, especially at endgames that might not be true and using -stats x to check out the players creep kills is really an important indicator how much he farmed as its invisible on multiboard.

How about rewarding players with high amount of kills more force gold? Each player get 20% then, kills/deaths will adjust how much you get. Lets say a base value of 20 for each player, but will never drop to less than 10, regarding dying to often, If a player get 10 kills, 0 deaths, he have like 30 points of force gold distribution factor, lets say 2000 gold being distributed, and 2 other players have 5 kills, 5 deaths they still stand at 20 points, 2 players 2 kills, 7 deaths, 15 points it will be 30+20+20+15+15 = 100 point factor (it is just an example, it could end up with a different point value, like 88 maybe, so it would be 30.0/88.0 = 0.34, multiply that with total force gold of 2000, you get the gold player gets about 680)

400 gold will be distributed if balanced stats, but the player doing well get 600 of the gold, instead of only 400 gold, the players doing badly get 300, instead of 400 gold. In this way playing badly and feeding would be less rewarded by the force gold. I didn't include assist in my suggestion to keep it simple.

This will disfavor the bad players and make it a bit more unfair, but atm Battle Tanks is maybe a bit to fair and doing well doesn't count that really much, so still a bit uneven games still tends to lengthen out a bit to much.
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Messages In This Thread
RE: Average game length - options for change - by AeroniumX - 2015-07-12, 23:59:02
RE: The new bounty and spree system - by Wupti - 2014-05-17, 19:23:16
RE: The new bounty and spree system - by eSVau - 2014-05-17, 19:57:59
RE: The new bounty and spree system - by Prog - 2014-05-17, 20:28:30

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