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For those of you who don't want to read my whole post, here is my thesis:
If a player or players are in the lead, the more consecutive times that they jump off the edge or commit suicide without giving or taking damage, they will spawn closer and closer to the enemies in an attempt to keep them from being able to jump off the edge before they engage in combat.
Now if you disagree, I suggest you read the rest of my post, which explains the reasoning as to how I came to this thesis.
Before I tell you exactly what my newest system is, I will tell you the assumptions that I made about the current spawning system to come to this conclusion:
1) In an Ideal situation, which consists of two teams of one player on each team, you will spawn as far away as possible within a certain distance, then it is random beyond that distance as to where you spawn.
2) If there is more than one player on each team, a player will be more likely to spawn next to teammates who are not in combat.*
*Not in combat referrers to neither inflicting damage on an opponent, or receiving damage from an opponent.
3) If all of your remaining teammates are in combat, the system then looks for a new location that is as far away from the enemy as possible.
4) After all of these observations, it appears as if there is a set radius that the system uses in an attempt to keep you as far away from the enemy as possible.
Now remember, the stated numbers 1-4 above are assumptions, not fact, but assumptions that I made after observations and tests were conducted.
What am I trying to accomplish?
1) Keep people from de-ranking.
2) Keep people from jumping off the edge or committing suicide when they have the lead in an attempt to keep the lead without fighting.
The obstacles
The easiest solution to this is to simply turn on the suicide point loss. However, this brings back the de-ranking problem, which is arguably worse than this problem.
The current spawning system has the enemies spawn far away from each other, so it is nearly impossible for the opposing team to regain the lead, especially on maps with a lot of space to jump off from. For you to find and shoot someone who is immediately jumping off the edge is nearly impossible, and mostly based on luck.
The system
As you can see, we cannot turn on suicide point loss without causing more problems, and we cannot prevent people from jumping off the edge. However, we can adjust where the enemies spawn so that they are less likely to be able to jump off the edge without being shot at.
Now, on to the key components:
1) The system will only work for teams with the lead
2) The system will Immediately turn on once someone on the winning team dies in a way that would have resulted in a point loss.
Now under the assumption that there is a specific set radius around the enemy players that you won't spawn by, the rest of the system can be put into effect.
There can be many versions of the system, and I will list a few that I thought of here:
-upon a set number of would-be point loss deaths (2, 3, etc.), the enemy radius is cut in half, and cut in half for every consecutive would-be point loss death and it does not favor you to be spawned by your teammate.
-upon a set number of would-be point loss deaths (2, 3, etc.), the radius reverses polarity if you will, and your enemies are treated as your allies when you respawn, and your ally as your enemy (in terms of spawning only)
-any sort of variation between the first two. E.g., You are more likely to respawn next to an enemy, and not as close to your ally, but you will never spawn like you would as next to an ally.
So what do you think? Good, bad, or indifferent? If you think that anything in here will not work, please correct me and give a reason why.