Balanced Teams

DocZDocZ Join Date: 2002-11-24 Member: 9831Members
<div class="IPBDescription">We start losing...people start leaving..</div> Do you guys think there is any way we can "force" balanced teams? I'm not whining, I'm actually wondering if there is any way we could force the teams to be even if not in numbers, then in the skills of the people in the teams. Since I play alien most of the time, I have noticed that more often than not (at least on the many servers I play on), there will be a general tendency to have more people on the marines side. Now I accept this, and I try to work with that, playing with a slight handicap most of the time. I do that mainly because I know that it's normal for people to feel more comfortable with the marines side. But then if we even start showing a hint of losing, many of my alien teammates will just leave the game. This usually causes my team to be down 2 players, sometimes even 3, and sometimes just 1. But on average I have found that being down 2 players is quite common.

Don't even think of asking the marines to even the teams up a bit, you'll be called a whiner. All I'm looking for here is a fun game. I just want two evenly matched sides to just go at it and try to outwit the other side. I understand you can't stop having people leave, and that force-switching someone from a team is generally a bad idea because that player being forced to switch might have put a lot of effort building his base up if he is a marine. And so I ask if there is any way to at least have the teams in general to be a little closer in numbers. Maybe only allow having one more player than the other team? Not two as it is now? Any other suggestions?

By the way whenever I'm marine I always switch sides if doing so would even the teams.

Thanks.

Comments

  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    hmm... i think PTB would be a bad solution for this, dont think this is possible right now <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • GibbyGibby Join Date: 2002-04-26 Member: 518Members
    edited November 2002
    I also have experienced what I call MTRS or "massive testicle retraction syndrome", in which the afflicted team has their testicles retract into their pelvis, shutting off all testosterone flow to their body. In other words, they wuss out and leave because they are sick of losing. Games that were uneven to begin with end up even more uneven (I'm using "even" way too much...) with 2 to 9, 2 to 12... those last two getting cocky and hiding after the hive is destroyed just to **obscenity** off the marines.

    It's just downhill.

    What I want to see is mandatory even teams. Noted that odd total players means one person difference. I can live with that. No 2 person advantage, because marines will always have 2 more than aliens. TRUE EVEN-NESSNESS(sp). And don't give me that "commander dosen't count" BS, because aliens have at least one Gorge. They can't be equated with active soldiers, and they don't have a nice protective Command Center to keep them alive.

    A good idea would be to make a sv_true_even option for servers, that would keep it truly even. Kicking any odd players every 15 minutes (to allow for even-ness to ensue within that time). Or some adminmod thing or something... Maybe.. it's 2:44 AM here..
  • Crazy_DogCrazy_Dog Join Date: 2002-11-01 Member: 2701Members
    First off please don’t make fun of me. My brain had a chip burn out in it and I can't afford a replacement yet.

    What about this. Right now there is a resource bonus given to the team with fewer players. What would it take to have a HP bonus given to the side with less players!

    (Example) Game 10 marines vs. 5 aliens.

    Aliens would get a % HP bonus for each team member
    If % is 10 % they would get a bonus of 50% HP
    Now you could also take it a step further and do a divide % bonus by team skill
    So if the teams are uneven but the skill lever of the lesser team is higher they would get less or no HP bonus.

    I'm not sure how hard it would be to put in though.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    There's a resource bonus for the team with fewer players?

    You could be mistaking more rps per alien with fewer players with this. Or am <b>I</b> mistaken and this DOES exist?
  • UnleetUnleet Join Date: 2002-10-29 Member: 1715Members
    Normally by the time enough people start to leave the game to really imbalance the teams, the game is already over (onos are out or the marines are closing in on the last hive). The funny thing is that alot of the games I've played the past week have started with the marines up 1-2 player but the game ends with them down 4+(marines lost) <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> Then they (marines) say the Kharaa only won because they had more people. *sigh*
  • GoleXGoleX Join Date: 2002-11-07 Member: 7681Members
    For server admins:

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=8&t=9915&st=15' target='_blank'>AdminMod - plugin_nsteams.amx</a>

    Go to the bottom of the page.
  • AndroidAndroid Join Date: 2002-11-09 Member: 7923Members
    What about a hardcoded force-team-balance? The game should pause (no building, moving, upgrading, whatsoever) until the teams are even again (teams would be considered uneven with a 3+ difference).

    Maybe add this as a server variable... mp_teambalance or smth.
  • XentorXentor Join Date: 2002-11-03 Member: 5877Members
    Forcing a team switch is no good... A switched team member will bring with him all knowledge of the other team's infrastructure... If a gorge is force-switched, he'll know exactly where the alien defenses are weakest...

    Not to mention, as someone said before, it'd be very annoying to be switched if you were a major player/builder for most of the round...

    I'd opt for more strict joining (i.e. You can't join a team if they have even a 1-player advantage), and some kind of balancing factor when the teams are uneven...

    Possibilities:
    <ul>
    <li>Smaller team receives extra resources proportional to their player deficit
    <li>Larger team becomes "overconfident", and loses accuracy on all weapons (Long-range weapons will have a wider spread, melee weapons will miss a certain percentage of the time), based on their player advantage
    <li>Larger team does less damage with each weapon
    <li>Smaller team gets a general speed boost
    <li>Decrease respawn wait for smaller team
    </ul>

    Anyway, you get the idea...
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    edited November 2002
    I think nne of this solutions would be used, i think we just have to do this ourselves, i mean... That we dont need some kinda switcher, we need the mind to switch teams ourselves...

    i suck in explaining... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • HBNayrHBNayr Join Date: 2002-07-13 Member: 930Members
    <!--QuoteBegin--PseudoKnight+Nov 25 2002, 02:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Nov 25 2002, 02:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There's a resource bonus for the team with fewer players?

    You could be mistaking more rps per alien with fewer players with this. Or am <b>I</b> mistaken and this DOES exist?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No, this does not exist. He was merely suggesting it as a way of giving unbalaced teams an advantage.

    As it is now, each resource node gives off more resources per tick with more players. I'm not sure if it's a set amount per person added, of if it decreases a bit with each person added on. That is, if one marine gets 5 RPs every 5 seconds, do two marines get 10 RPs every 5 seconds, or, say, 9 RPs every 5 seconds?

    Perhaps give the same amount to both teams each tick. The team with more players has to spread it thinner to keep up with the relatively wealthy opponents.

    -Ryan!


    If the English language made any sense, a catastrophe would be an apostrophe with fur.
    -- Doug Larson
  • sendersender Join Date: 2002-11-12 Member: 8337Members
    I hate people who ask for people to switch sides. There is a reason your team is leaving...YOU'RE LOSING!!! Why should I have to switch from my winning team to your losing one? As someone else said, you don't have to win every single game. If you really wanted to play with even teams you should join a clan, and play in a ladder. Complaining about teams halfway through a game is not cool in my book. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • Jeb3diahJeb3diah Join Date: 2002-11-03 Member: 6044Members
    There's been a few times where I've played a 9 marines vs 7 aliens game on a SIXTEEN player server. I mean, what is up with that? They need to restrict to have only a one player difference (8vs7, 9vs8 etc) instead of what they have now.
  • DDTrini_LopezDDTrini_Lopez Join Date: 2002-11-06 Member: 7296Members
    <!--QuoteBegin--sender+Nov 25 2002, 05:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sender @ Nov 25 2002, 05:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I hate people who ask for people to switch sides. There is a reason your team is leaving...YOU'RE LOSING!!! Why should I have to switch from my winning team to your losing one? As someone else said, you don't have to win every single game. If you really wanted to play with even teams you should join a clan, and play in a ladder. Complaining about teams halfway through a game is not cool in my book. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You're right there . When I say teams normally I suppose that nobody from the wining team will change to the other team ( it depends on the part of the game , if it is in the beggining then someone normally changes) . I say : Teams!! to make known to the other team that we have less players , and that they have an advantage so if they win I don't consider that a meritous (sp) victory.

    The only thing that I hate is that when I say that teams are uneven (only once) a lot of people start swearing at me saying that last time it was uneven I didn't change to their team ,and now its my turn to lose ... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • DocZDocZ Join Date: 2002-11-24 Member: 9831Members
    edited November 2002
    I think two of the most effective things that could be done, and that would require the least coding would be:

    1) Make it a 1 player difference cap (can't join a team if it's already up one player)

    2) Decrease player spawn time for the smaller team. If one team has some % less players than the other, I propose that percentage times 2 = % quicker they spawn. So if it's 8 on 6, the team with 6 players is 33% smaller than the team with 8, and so their spawn time should be increased by 66%, which is a little bit more than half faster. This solution would be the most effective one at creating a "virtual additional player" by guaranteeing more of that team's players will be effectively replaced in the field than the other. I know that this might seem drastic but it's really not. The fight will still be 8 on 6 in the field. All that is changed is replacement time. In other words, the smaller team ISN't 66% better, only one of its assets is.
  • welshblokewelshbloke Join Date: 2002-11-25 Member: 9911Members
    I came here to complain about what I believe to be one of NS's biggest problems yet it would seem the people who unbalance the teams have beaten me to the thread.

    I have given up playing the game for the time being until this issue can be redressed. I cannot remember the last game whether it be Alien or Marine (admittedly mostly alien) when I was not on a team down by at least 2 players.

    I have just joined a 16 player server to discover 10 marines and 4 aliens. I mean what is the point. The argument that you are losing anyway is beside the point it should not allow the game to become so unbalanced.

    Team balance issues has other knock on effects mainly that the games become stale and boring very quickly. This does not prevent the opposition from evening things up and making more of a game of it. The inteligence they would bring over would be of limited use during these moments of massive player inbalance.

    The marines are hugely popular and the almost routine 2 player down on the aliens is tiresome. Couple this with increasing marine teamwork and improving commander skills it is quickly becoming an Aliens to the lions event.
  • welshblokewelshbloke Join Date: 2002-11-25 Member: 9911Members
    edited November 2002
    received a unix like error message but it posted anyway. Apologies for double post...
  • welshblokewelshbloke Join Date: 2002-11-25 Member: 9911Members
    <!--QuoteBegin--DocZ+Nov 25 2002, 01:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DocZ @ Nov 25 2002, 01:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2) Decrease player spawn time for the smaller team. If one team has some % less players than the other, I propose that percentage times 2 = % quicker they spawn. So if it's 8 on 6, the team with 6 players is 33% smaller than the team with 8, and so their spawn time should be increased by 66%, which is a little bit more than half faster. This solution would be the most effective one at creating a "virtual additional player" by guaranteeing more of that team's players will be effectively replaced in the field than the other. I know that this might seem drastic but it's really not. The fight will still be 8 on 6 in the field. All that is changed is replacement time. In other words, the smaller team ISN't 66% better, only one of its assets is.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think I quite like your second idea. In fact it sounds positively fandabidozi...
  • DocZDocZ Join Date: 2002-11-24 Member: 9831Members
    I think my 2 suggestions and a "Vote for Surrender" option where 2/3 of a team voting yes would end the game right there (maybe more than 2/3 would be a little better) and we could go a long way to if not fix at least patch up the issue of imbalance a bit. I really think it's a problem.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Something is in the works for this, hopefully it can make it into 1.03 when it comes out. What, I won't speculate yet! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    Auto-switching someone is not the answer to this, that's for sure. Getting switched over to the team you just spent half the game destroying would be very annoying.
  • ShadowDrgnShadowDrgn Join Date: 2002-11-01 Member: 2230Members
    edited November 2002
    Bah, memory allocation error but it actually posted. Usually it doesn't. -_- Can't delete either, this forum software is teh sux.
  • ShadowDrgnShadowDrgn Join Date: 2002-11-01 Member: 2230Members
    The only fix I'd like to see is to have the max players on a team be half the max number of players the server supports. Usually, most good servers are constantly full, and the only problems are when you get a scenario like Jeb3diah mentioned, 9v7 on a 16 player server. It'd be pretty easy to make sure there are never more than 8 players on any team.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hate people who ask for people to switch sides. There is a reason your team is leaving...YOU'RE LOSING!!! Why should I have to switch from my winning team to your losing one?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Even worse is when some admin gets on and threatens to kick people if they don't change. Teams are usually even until the mop up phase when one team has clearly won and the losing team quits.
  • biodecaybiodecay Join Date: 2002-11-17 Member: 9105Members
    <!--QuoteBegin--DocZ+Nov 26 2002, 10:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DocZ @ Nov 26 2002, 10:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think my 2 suggestions and a "Vote for Surrender" option where 2/3 of a team voting yes would end the game right there (maybe more than 2/3 would be a little better) and we could go a long way to if not fix at least patch up the issue of imbalance a bit. I really think it's a problem.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    "Vote for Surrender" is a great idea.

    Am glad to hear that the team is putting in team balancing features. If they're still open to suggestions, then this is what I think

    1) <b>Resource bonus</b> - It is my understanding that this is already implemented... If I'm wrong, then that should read "this should have already been implemented" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    2) <b>Respawn Speedup</b> - Nice idea, especially combined with the resource bonus, but fighting a larger team means you're more likely to be outnumbered and killed. Dying costs resource points, especially if you've spent RP upgrading / evolving, plus you respawn away from the action (in most cases), and have to spend time traversing back to it. I think a better idea is:
    3) --- NEW --- <b>Armour / damage bonus</b> - This is better rounded than Respawn speedup, because it essentially evens up the fighting capability of the sides. The calculation is simple:

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->{armour / damage multiplier for small side} = {players on large side} / {players on small side}<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    For example, assume a marine side of 9 players and a kharaa side of 7 players. The kharaa side would all then receive a bonus 29% to armour and damage. <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->9 / 7= 1.29<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    Additionally, if the developers consider the base value of a freshly spawned marine different to a freshly spawned skulk, simply multiply the number of players on each side by a points value depending on marines / kharaa. (Using same sides & 40 per marine, 50 per kharaa)

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->(9*40) / (7*50) = 360 / 350 = 1.03 = 3% bonus to kharaa<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    That's by 2c.
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    Isnt it true that whenever a Gorge or someone that has been a Gorge switches to the Marines that all the buildings they built for the Khaara become useless? Such as a OC still standing but refusing to shoot at Marines?
  • welshblokewelshbloke Join Date: 2002-11-25 Member: 9911Members
    I like some of the suggestions mentioned in this thread and others and it seems to me that it will most likely get fixed sooner rather than later which is great. The news that the 1.03 patch will likely tackle this issue is very nice to know.

    This is often quoted by marines as the reason why the numbers should be unbalanced.

    "but we have one in the command pod"

    This seems a bit weak as an argument as I beleive the commander to be doing more in his pod than his troops scurrying about. Maybe this is just me but I do not downplay commanders role in making up the numbers.

    although not quite on topic but what would happen with structures you created as a gorge before switching over to marine? I assume you cannot kill yourself by a offence tower you built.

    boyed by all this good news of fixes I have made a triumphant return and guess what teams remained 8v8 pretty all the way through. Only problem is the game was too balanced. Cannot win em all <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
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