Starhawk

Reply

Level 2

Level 2
scapepicture
Posts: 34
Registered: ‎22-11-2011
Message 1 of 25 (274 Views)

Base Ravaging Solution

"Just had an epiphany HSJ and Harvard...a solution to all your baseravaging that's going on in the rooms. Say after a solid min+ of full on 8 on 1, stat paddin, base ravagin, good ol' ******' baggery, take the two players with the highest KDR from one side and place them on the receiving end. Either that or ABSOLUTELY SLAM THEIR SKILL/SCORE AND MAKE THEIR LEVELS LOWER BY REMOVING THEIR XP. After all I don't think these LOSERS earned them fairly to begin with."

Taken from the Starhawk Facebook Page. Direct quote from [UNIT] GenXGamer 

 

Any thoughts?

 

Photobucket
Please use plain text.

Level 3

Level 3
LAILIEL
Posts: 274
Registered: ‎28-10-2009
Message 2 of 25 (272 Views)

Re: Base Ravaging Solution

[ Edited ]

Something similar was proposed already during the beta; problem: how can the game tell exactly when base-ravaging is happening? Is there a 100% sure way to punish base-ravagers without hitting fair players as well?
An algorithm to detect base-ravaging has never been made in any shooter, console and PC alike, and that's because there are too many variables to calculate; there's not an easy, accurate, way to detect base-ravaging and so you can't make an internal system that punishes base-ravaging.

 

 

IMO only with limitations to B&B in enemy base, and with cheaper spawn beacons, base ravaging can be limited...unless of course they turn Starhawk into a free-spawning game.

 

Please use plain text.

Level 2

Level 2
scapepicture
Posts: 34
Registered: ‎22-11-2011
Message 3 of 25 (259 Views)

Re: Base Ravaging Solution

Im no programmer and I dont know how hard it would be to heres how I think it would work.

if the server setting has been put to "DO NOT BALANCE TEAMS", then the algorithm needs to come with the server. If the teams are majorly unbalanced (3 or more players)  for longer than 1 min, the top two or more players are automatically taken to the other team. The algorithm could work out when base ravaging is occuring by working out the difference in score/kill ratio between the teams. If the ratio has a large difference, the team switch is kicked in.

Photobucket
Please use plain text.

Level 3

Level 3
LAILIEL
Posts: 274
Registered: ‎28-10-2009
Message 4 of 25 (257 Views)

Re: Base Ravaging Solution

[ Edited ]

K/D ratio just shows what you do, not how you do it: I can have a very high K/D just because I am skilled and never have base-ravaged anyone.
Also if I get automatically switched to the other faction then what about my friends on my original faction: why do I have to play against them; why do all the points I have earned for my original faction are now gone with me, why do they have to loose because of this switch?

 

EDITED

Please use plain text.

Level 2

Level 2
scapepicture
Posts: 34
Registered: ‎22-11-2011
Message 5 of 25 (251 Views)

Re: Base Ravaging Solution


LAILIEL wrote:
(1) K/D ratio just shows what you do, not how you do it: I can have a very high K/D just because I am skilled and never have base-ravaged anyone.
Also if I get automatically switched to the other faction then (2)what about my friends on my original faction: why do I have to play against them, (3)why do all the points I have earned for my original faction are now gone with me?



1) Its the K/D ratio of the game, not the individual. And the team switch only occurs if the teams are player imbalanced. 
2) I switch teams if the teams are unbalanced, even if my clan on the other side. Some of them join me. Its too easy if were all on one side. This should be encouraged.
3)  They don't go, theyr saved.

Photobucket
Please use plain text.

Level 3

Level 3
LAILIEL
Posts: 274
Registered: ‎28-10-2009
Message 6 of 25 (240 Views)

Re: Base Ravaging Solution

[ Edited ]

Someone has to loose and someone has to win: K/D ratio must be unbalanced for that to happen.
Balance K/D ratio = draw.

We want a system that limits base-ravaging not resolve every match into a draw just to balance K/D ratio.

 

Honestly there are easier solution to base-ravaging than to resort to automatic balancing.

 

Please use plain text.

Level 2

Level 2
scapepicture
Posts: 34
Registered: ‎22-11-2011
Message 7 of 25 (230 Views)

Re: Base Ravaging Solution

Let me clarify. The algorithm only takes into account the K/D ratio if the team is unbalanced. Therefore one team can stll win, but the teams will be balanced when it happens.

Photobucket
Please use plain text.

Level 3

Level 3
LAILIEL
Posts: 274
Registered: ‎28-10-2009
Message 8 of 25 (225 Views)

Re: Base Ravaging Solution

As I said there are easier solutions to base-ravaging.

Please use plain text.

Level 2

Level 2
scapepicture
Posts: 34
Registered: ‎22-11-2011
Message 9 of 25 (219 Views)

Re: Base Ravaging Solution

I'll be glad to hear of them.

Photobucket
Please use plain text.

Level 3

Level 3
LAILIEL
Posts: 274
Registered: ‎28-10-2009
Message 10 of 25 (213 Views)

Re: Base Ravaging Solution

[ Edited ]

Here my ideas:

 

B&B doesn't work in enemy base, cheaper spawn beacons, at lest one indestructible building in the main base (command centre) and the possibility to spawn in it, remove the marker on the ground that indicates where pods land.

These are the most feasible solutions at today and even if they they won't eliminate base-ravaging they will limit it for sure.

Please use plain text.
This widget could not be displayed.
Announcements

Welcome to the Official Starhawk Forum!

For the latest news and updates on what is happening in the PlayStation community, head over to our Announcements & Events forum. To post a message, you will need to Sign In to the Forums using your PLAYSTATION®Network Sign In ID and password. If you do not yet have a PSN account, just click here to register.

For more information on StarHawk click here!


TEAM_KILLERS_ANONYMOUS | Starhawk Official Website | The Official EU English Forum Leaderboard | Countdown to Next Rank | Trophy Q&A Thread | Starhawk Release Info

Recent News