In wars there are often small skirmishes and patrol/recon encounters. They do not have large individual impacts. However, they are important operations and at times can be summarized as gorilla warfare.
The three public match game modes impacts upon CW or "the what".
Public match game mode impact on CW planets.
- Assault - Increases attacker drop deck tonnage by 5 tons. Represents increase in combat momentum/morale, salvage parts, confiscated fuel, ammo, etc. Maximum value for sector 10 tons.
- Conquest - Changes sector Defense mission into Counter Attack (Hold Territory). Representing a defeat of forces in that sector, but does not change ownership.
- Skirmish - Reduces Defender drop deck tonnage by 5 tons. Representing a small loss of resources by defenders. Maximum value for sector 10 tons.
The advantages are placed randomly around the contested sectors to eliminate the possibility that a powerful faction would flood the public queue to gain additional advantages where needed. A small faction like FRR may be able to use this as a gorilla warfare tactic.
Programming Logic Flow or "the how".
Step 1, Gather Attackers.
- The specific game mode is chosen as it currently does.
- Only players with "patrol" game mode checked are included in this next search.
- If 12 players from the same faction are in the public queue for the current game mode, the matchmaker separates them for a "patrol."
- Intentionally did not define when the "patrol" check is run. This is meant to be optimized based on the current logical flow of which I am unaware. The matchmaker might gather 12 players and then choose game mode.
- The "patrol" matchmaker allows both 2 to 12 man teams and random players to initiate this branch of logic. It is meant to work within the current matchmaking logic with no changes.
- The "searching..." notice changes to "patrolling...".
Step 2, Choose the planet sector.
- Randomly, a planet that can be attacked by the "gathered attackers" is chosen.
- If no planets are available, a planet the "gathered attackers'" faction is defending that is less than 100% owned is randomly chosen.
- A random sector is then selected that is not under control of the attackers.
- if no sector is available, the 12 players are switched from attackers to defenders.
Step 3, Gather Defenders.
If the "patrol" group is in attacker mode.
- The matchmaker gathers 12 valid defenders, they must not be the same faction as the "patrol" attacker group but can be any combination of IS or Clan. This is to prevent making public matches into mini CW matches.
- The "patrol" matchmaker has 1.5 minutes to find opponents.
- If no opponent is found, the "patrol" group switches to defender mode.
- The "patrol" matchmaker looks to see if a valid defense is needed for any other "patrol" matchmaking queue. They must not be of the same faction.
- The "patrol" matchmaker has 30 seconds to find a mission
- If no defense if found the "patrolling..." message changes to "searching..."
- The 12 players are released into the normal public queue.
Data requirements
Each public match would need an foreign key to a patrol table. Default would be null. If you do not use a strict relational database model, add fields to the game/match table.
You will need to know:
On the games/match (whichever table holds game history) or patrol table,
- if a match was a patrol: binary/boolean
- the sector affected: integer.
- the game mode: I assume this already exists in the table or is relational to the table.
- Did the attackers win: binary/boolean
- Attacker Tonnage Modifier: integer
- Defender Tonnage Modifier: integer
- Defenders in counter attack (hold territory) mode. There are a lot of ways you might be determining this, so I won't venture a guess at it.
- Reset all modifiers upon ceasefire
One thing to be minimized is forcing public queue players to face 12 man teams. However, this is already possible as teams can launch into the public queue. It may be necessary to exclude full 12 man teams. That said, I would NOT exclude them. It is extra logic.
Comments, suggestions, questions...
I may have overlooked something, but this seems solid for a quick idea to get more people interested in CW. This is not a sales pitch for a new game mode, it is a idea of how to implement a new game mode.
Edited by MechregSurn, 06 April 2015 - 11:14 PM.