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Dynamic Campaigns Or How To Stop Worrying And Fix The Too Many Buckets Problem.


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#1 LordNothing

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Posted 28 April 2016 - 01:35 AM

the problem with cw right now is that there are far too many buckets and not enough players to fill them. enter dynamic campaigns. it would use voting and a little bit of code to help set up battle scenarios that aim to reduce the number of possible conflicts that occur at any one time. it would work in part with voting and would also take into account the amount of active players on any faction.

rather than everyone voting all the time for who they are at war with, instead every week, one faction gets to vote for who they wish to attack. this faction rotates every week so each faction gets a chance to decide. this vote decides the military campaign for that week.

after the campaign is decided, then the remaining factions get to vote for which side they want to support. to avoid large divergences in population there is a certain pecking order in the support vote. this is determined by the rotation order for the campaign vote. factions that have the longest time to wait for their turn at the campaign vote go first. voting continues until one side in the campaign has ~50% of the active player population. after that the remaining factions are placed on the other side.

so now we have one group of factions at war with another group of factions sharing a set of planets. all borders on all opposing factions are fair game. however to further reduce buckets, the actual active planets will be randomly selected from that set and the number of which is determined by the population. they might rotate every day to give more variety. and lower population phases may get fewer planets in order to reduce the buckets to playable levels.

its not the faction war we wanted, but it is one that will work and will always have games running. you also dont need to change any of the other features from fw phase 3. you might even be able to keep the solo/unit split doing this.

mercs count towards the population of the faction with which they are contracted. contracts might actually sync up with the campaigns so that they cant severely influence the population of the two coalitions. not sure what to do with freelancers, perhaps automatically assigning them to the faction with the least population.

Edited by LordNothing, 28 April 2016 - 01:55 AM.


#2 invernomuto

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Posted 28 April 2016 - 01:47 AM

While your solution sounds interesting, IMHO it's better to see how will be CW phase 3 AFTER the queue merge before making any further changes.
We are drawing a lot of conclusion based on less than 2 weeks on the new system. Moreover, take into consideration that units need planets for MC rewards, if you reduce conflicts you reduce also the avaliable planet to be conquered.
My 2 cents.

#3 LordNothing

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Posted 28 April 2016 - 02:31 AM

im actually looking forward to that. however i figure things will be much as they were back in phase 2. there was still a lot of problem with bucket separation back then. it wasnt as bad as now but it was still pretty bad. oceanic is always dead for example, you may find 5 or 6 players in faction chat that want to play, and most give up after sitting in a lobby for an hour. but if you have 5 factions to source your player pool then you got enough players to field 2 full attacks.

i do agree that not enough time went by after the rollout to make any judgements. a lot of soloers were mostly playing the new mode, i did for like the first 4 days, and thats why there were very few invasion games. the two i managed to play were pretty fun though.

i dont see this affecting units much, you might even give 12v12 unit games priority planet choices letting them pick locations that are grayed out due to population issues. unit vs unit games might also be a thing. both sides put down an asset (like a planet or a pile of cbills) and the winner takes both, and only those two units may fight on that planet.

Edited by LordNothing, 28 April 2016 - 02:37 AM.


#4 sycocys

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Posted 28 April 2016 - 02:40 AM

Its really simpler than all that.

3 buckets (4 if you include 4v4 mode) - ISvIS, ISvClan, Clan v Clan - 4v4 mode really doesn't need to have multiple buckets, just let it flood.

Leave the silly planet voting.

Put the planet shat in the background. Pie chart and all. Count Wins and Losses - even PGI should be capable of designing code that adds.

At ceasefire points - apply the W/L towards the respective chosen planets. IN THE BACKGROUND - no more stoppage.

There you go, problem is actually taken care of - people still have their stupid battle for the planets and will actually be able to find matches so they can battle for the planets.





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