badmojo420 wrote:I don't like the 1 cache system. 32 players defending against 32 attackers in PR isn't ever going to be "balanced". The insurgents need multiple caches so they can't just stack the whole team on one cache. If the blufor managed to get a cache, they've most likely lost too many tickets to win the round at the rate they're going.
I dont see how a whole team stacked on one cache, vs the whole team stacked against them is unfair.
Right now, the ticket count for coalition forces is
too low because, it's a rather gruff way of trying to even out the maps where 300-0 games were common. You're confusing the cause of the effect. The effect is BLUFOR having a tough time, the cause is low tickets, not one cache. There's some other variables associated with the nature of balance in an attack vs defense setting, that i've been contemplating.
So, we have cache number, number of active caches, difference in equipment, map terrain, intelligence factors, AND on top of that, effectiveness of ability to uphold objective vs. rough ticket loss quotient is a factor. Rough ticket loss, is basically a unit of tickets or caches lost/time. So we assign number of tickets as N, number of caches as C, and average time it takes to destroy a cache as t, and do this equation. ((N/C)*(C/t), you get a quotient of ON AVERAGE how many tickets blufor loses per cache. Then we take ((C/N)*(C/t)), and that should be caches lost per amount of tickets BLUFOR loses on average. IDeally, these numbers ought to be same, because would mean that on average, the BLUFOR wins as much as OPFOR. Now, finally we take a rough estimation oh how easy it is, on average to attack the enemy, and for INS how easy it is to defend. We assign a variable, F for this, where objective upholding being easy is HIGH and hard being LOW. and the rough ticket loss quotient factor as Q. So, a balanced map produces an equal F/Q value for either side, which again means balance, but in slightly more dynamic way. However, like i'll state below a really high F/Q value (which would mean easy to attack or defend, but your ticket or cache count is low.) or a really low value (you lose objectives constantly, but you have so many tickets/caches it's irrelevant).
So basically an equal F/Q value, is what this mod tries to do, however, to get ideal F/Q values (this has no number, because I cant quantify abiltiy to uphold objective yet), then the map needs to be what we can agree as good.
what i mean by that is, for example, if there was a map that was a complete open field, and the americans got 100 bradleys, but they only started with 5 tickets, and they had to destroy 100 caches, then even though the game would favour insurgents, because two kills, or one apc and they win, however it would still be bad for them. The point of trying to make is, even if we play with cache and ticket counts until the results of every map are 50/50 for both sides it can
still be bad. So even though numbers are ok, if the teams cant properly play the game then it is bad. Ability to uphold objective needs to be in equilibrium. Uh, you cant really quantify this without a ton of statistics, it would be easier to just kind of "feel it out". So extreme examples would be a cache out, literally in the middle of a field in dragon fly. This would be an example of impossible to uphold objective, especially when they have like 5 armour pieces. Or caches that are in deep caves, with multiple stories requiring ropes, it is impossible for BLU to uphold objective in that case. This is just something mappers should consider when building maps. Simply put ask yourself, are there caches where upholding the objective is impossible, or incredibly easy for one side, and hard for the other.
I will make a list of maps, with caches that produce bad F/Q values, and a list of maps that overall have completely off F/Q values, with or without DB's mod.
edit: On rereading it appears i've run into mathematical nonsense, you cant have equal but bad F/Q values, that makes no sense, actually. You can equally bad ones, that result in balance, but bad gameplay. That should be, the difference between both F/Q values, from the ideal number should be equal.