Livaria, on 19 April 2017 - 09:41 PM, said:
What you're saying, is that we adjust the time limit if the game gets too long from players constantly respawning.
Either you're saying that the entire game is tie-broken in this manner, or it is completely determined by the team score.
Is this correct?
My concern is that by adding this many respawns to the game, it will make the game; time-out more often. The final team score will may end up mattering more than the objectives or even deathmatch. That is, Unless if the objectives themselves somehow contribute more to the games victory.
The reason for overtime is just to make objective wins; to stay objective, and to quicken the rate at which a game will end. If we mix in team peformance with objectives, then way may end up having the same problems since killing the enemy team is still a significant overall factor towards winning. Objectives may be overlooked if they don't matter enough.
If we make objective wins more accessible, we may not even need respawns. But if we do, then sure, it'll do the job. But respawns isn't ideal for everyone's idea of gameplay. You may end up upsetting a lot of people that want to be conservative with their mechs. So I'd be careful with the idea of respawns.
WTF is "adjusting the time limit"? The time limit is what the game developers designed the game with. It doesn't change regardless of the state of the game.
Every online game has and should have a preset time limit, unless it is some kind of a persistent, enduring mode like Planetside 2, which is intended to be perpetual warfare. War Thunder also has "enduring" modes recently, which anyone can hop in, and hop out.
There is no such thing as a "time out", going into overtime. If it happens to be a draw, very rare cases, then its a draw.
When the buzzer sounds, everything ends, period. If the game is close, winning team is determined by points which is determined, thought not only, by how long each time has possession of territorial objectives. In some game modes, kills are added to the score.
If a game (rare) has a preset time limit that is very long, lets say, like 40 minutes, it enters a stage before the time limit ends, where the spawns may stop or it opens direct routes to the enemy base.
Online games are often designed with an understanding that the optimal time for a game is around 20 minutes.
There can never be a game that is too long because the game is terminated right there after a specific set time.
BZZZ.
Its like a round in a boxing match. When the buzzer sounds, everyone stops.
Edited by Anjian, 19 April 2017 - 10:37 PM.