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Ticket Dynamics

Posted: 2007-09-09 23:15
by [T]Terranova7
So here you are, you and your team making a most glorious push into enemy territory. Guns blazing, bombs bursting, death abundant. The enemy is down to their last flag... yet suddenly you're called back... you've lost the battle due to a shortage in manpower.

That in term is a summary of what I see in a lot of games. Where one team is pretty much on the better part of the offensive throughout most of the round, yet they lose because it costs them too many tickets. The main idea behind this thread would be to add some sort of alternatives to ticket bleed (which isn't even present on a lot of maps).

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* Gain & Loss of tickets in relation to Control Points

My first, and I think best idea would be the gain and loss of tickets when a CP is either captured or lost. If one team successfully captures a control point, they should be rewarded extra tickets. This can range anywhere from 25 to 100 (whatever the devs find appropriate for balance purposes). At the same time, the team that lost the flag will be penalized the same amount of tickets the opposition gained by capturing it.

This adds a lot more importance to controlling flags. As losing them can strike a major blow in your ticket count.

*** Another... more advanced idea to add onto the concept of gaining and losing tickets with control points would be a gain/loss multiplier when capturing or losing consecutive flags in a short time period. By that I mean if a team loses one flag, and immediately loses another one within a 5 minute timespan, the amount of tickets lost doubles when the second one is taken.

So say on an average basis a team loses 50 tickets when a flag is taken, and the other gains 50 tickets for capturing a flag. Should this team lose one flag, 50 tickets are lost. The attacking team manages to immediately neutralize another flag within 5 minutes, the team defending those flags would lose 100 tickets this time rather than just 50. Though for balance reasons I probably wouldn't go over that since it would make it possible for one team to annihilate the other in a well organized assault.

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* The Medic Role

I believe this idea best works if the medic kit is limited (possibly to be replaced by a lifesaver kit discussed in other threads). My idea with medics is to give them the ability to help the team in their ticket count by making consecutive revivals. If a medic revives 5 players in a row, the team is given an extra 15 or more tickets. This number increases as the medic revives even more players in a row. 10 players in a row grants the team 30 tickets, 15 players will give the team 60 tickets, 20 players will give the team 120 tickets etc. (Probably shouldn't go beyond that with the multiplier). By in a row, I mean reviving a certain amount of players without being killed yourself. If the medic dies, their "streak" starts all over.

This would give the medic kit much more importance on the battlefield. Players with the medic kit would have to play very conservative, as medics should. With something like this players with the medic kit will want to be out there reviving teammates more often than trying to shoot everything.

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* Ticket Loss upon Destruction of Vehicles

Title is pretty self explanatory. The idea being basically that when an enemy vehicle is destroyed, the team loses a certain amount of tickets regardless of whether or not someone was in it. As it is, when players see an abandoned tank or jeep the logic is to simply leave it there to prevent it from spawning back at the enemy base. From what I understand IRL you would destroy these vehicles despite their inactivity.

The idea here is basically a ticket penalty when a vehicle is destroyed. Jeeps will cause a small, maybe 3 to 5 ticket loss. APCs may go up to 10. Tanks up to 15. Helicopters to 20 and fixed wing aircraft at 30 (Numbers can vary on what the devs see better fit for balance). This would further stress the importance of vehicle survivability to teams, as losing a key vehicle can strike a blow in the ticket count.

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* Reinforced Rally Points

The idea behind this is to give the rally points an added function. Giving the RPs the ability to add a small boost in the respective team's ticket count. However, to actually use it in this manner would require the rally point remain active in one spot for a period of 5 minutes or so. However, the rally point must be "reinforced". It can only be reinforced if a commander has an active command post deployed, and that's it. Once the command post is deployed, rally points will supply the team with about 10 tickets or something every 5 minutes they remain in one spot.

In any case, that's all I got for now. Feel free to discuss.

Posted: 2007-09-09 23:25
by Gyberg
I like your way of thinking, especially the part about flag capture and tickets. The medic suggestions might end up being taken advantage of in a bad way, people might end up TK'ing and reviving for tickets? Ofcourse that could be solved by adding a ticket deduction for TK's aswell.

Posted: 2007-09-09 23:56
by BetterDeadThanRed
Games would never end, or at the very least, last for the 4 hours every time.

Posted: 2007-09-09 23:58
by Eddiereyes909
BetterDeadThanRed wrote:Games would never end, or at the very least, last for the 4 hours every time.
and thats a bad thing?

Posted: 2007-09-10 00:31
by [T]Terranova7
BetterDeadThanRed wrote:Games would never end, or at the very least, last for the 4 hours every time.
Well there's the option of having a decent time limit to start. But in any case a lot of the numbers and such could be subject to change. Though I don't think you'd end up with these absurdly long games due to tickets. At best this may only happen if round is at a stalemate, with neither side making any strong advances.

Destroying enemy vehicles would cause huge ticket loses to the opposition, as well capturing their CPs. I think if a team knows what their doing, you could end up seeing shorter games as opposed to longer ones.

On the note of the medics, I'm thinking since the game can distinguish TKs from enemy fire, then it may be possible to make it so that reviving TK victims don't count towards the medic's streak, same goes for suicide victims too. I also think I might have gone a little overboard with the numbers, as 120 tickets seems a little too much (Though it'd be rare for a medic to revive 20 players without dieing if you ask me).

Also, I'm thinking on the note of reinforced rally points, destroying an enemy RP should cause a small ticket loss too (10 probably).