Author Topic: Requesting a different kind of team balancing script.  (Read 1184 times)

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Offline Horve

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Requesting a different kind of team balancing script.
« on: February 15, 2011, 11:58:18 am »
<Vig> currently, game balancing is a s**tbasket
<Vig> throwing one player into the other does nothing
<Vig> especially if the # of players is odd
<Vig> 5vs4, 3vs2, 2vs1 etc.
<Vig> rather than having a throwaround, the underdogs should receive +res
<Vig> based on the # of enemy players and their stats

The team with fewer player gets a boost to their resistance based on the stats of the other team.

The bonus should be calculated by such a formula:

 {[(disadvantageteamplayernum)/(advantageteamplayernum)*100]*(advantageteamavgKDratio)}/2

disadvantageteamplayernum = the number of players on the disadvantaged team
advantageteamplayernum = the number of players on the advantaged team
moreteamavgKDratio = the average Kill/Death ratios of the advantaged team

Example: 1 vs 2
K/D ratio: 1.0   1.1

 {[(1)/(2)*100]*(1.1)}/2 = 27.5

27.5 = the bonus to the disadvantaged team's resistance (the one guy on alpha gets +27.5 res


Example: 3 vs 4
K/D ratio: 0.9   1.2

 {[(3)/(4)*100]*[(1.2)}/2 =

45 = the bonus to the disadvantaged team's resistance

------------------------------------------------

Since the res would make automatic weapons obsolete and would not protect the player from the barrett, the bonus would affect damage that is 26 - 50% of the player's max health.
Resistance to damage that is 51-75% of maxhp would be multiplied by 1.1.
Resistance to damage that is >75% of maxhp would be multiplied by 1.2.
Resistance to damage that is <25% of maxhp would be multiplied by 0.9.

What is this?

Your bonus (resistance to damage) is 50%
A bullet hits you and should do 25 damage to you -> 25 is less than 25% of your max health (150), meaning that your res would be 45% against that damage. Dmg = 13.75

Another bullet hits you for 113 damage, that is over 75% of your max health, meaning that your res against that damage would be 60%. That bullet would deal ~45.2 dmg.

This means that the more damage is done against you, the greater your resistance against it.
« Last Edit: February 15, 2011, 12:47:19 pm by Horve »

Offline SOoly

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Re: Requesting a different kind of team balancing script.
« Reply #1 on: February 15, 2011, 12:06:37 pm »
i like turtles [fist]
Yes,I`m

Offline thegrandmaster

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Re: Requesting a different kind of team balancing script.
« Reply #2 on: February 15, 2011, 12:15:41 pm »
So this idea is like a player handicapping system?
As a script (if able), Yes. F12. e.g. !handicap
As an option, maybe. Not sure about that.
Fully built in as default, I'd say no.

i like turtles [fist]

whut?
ohgodwhydidInamemyselfthis. Just call me Grandy.

Offline dnmr

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Re: Requesting a different kind of team balancing script.
« Reply #3 on: February 15, 2011, 12:27:11 pm »
we're in scripting suggestions, so this is a suggestion for a script

i like turtles [fist]

whut?
he likes to fist turtles

Offline thegrandmaster

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Re: Requesting a different kind of team balancing script.
« Reply #4 on: February 15, 2011, 12:31:34 pm »
heh for some reason I thought this was in game suggestions xD
Script-wise, I like it!
ohgodwhydidInamemyselfthis. Just call me Grandy.

Offline filip2322

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Re: Requesting a different kind of team balancing script.
« Reply #5 on: February 15, 2011, 12:38:28 pm »
What about adding a bot with random skill level to the disandvantaged team?
Imperare sibi maximum imperium est

Offline Horve

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Re: Requesting a different kind of team balancing script.
« Reply #6 on: February 15, 2011, 12:44:40 pm »
Not all maps are waypointed, which would mean that the bot could get stuck somewhere forever