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  • Operation Convoy Breakdown.

    10. 24. 2005 22:12

silverspade
After reading Will107 post and playing a game in his situation pratically I've decided to throw out a few suggestions for Operation Convoy to make it a more enjoyable game type to play.

First issue is it encourages stacking I understand that was not the intention of TNF sadly that is how it works. If you are on the losing side of Operation Convoy generally most people retreat I have seen it happen and I admit I have retreated myself when my side was losing for whatever reason. So what happens after that the side that was winning initally slaughters the other team and keeps capping and hopes for an AFK on the other side to max out exp gain or they plead with someone not to retreat and even offer cash.

Second issue is stripped frigates/z99 with no crew. Nothing ruins a game then a z99 with no crew blazing at 81 knots to cap the first crate and to nab a second or third crate once it drops. Also sometimes it is hard to balance the stripped boats because some stripped boats have more sailors then others.


Personally the way I look at to deal with both issues Operation Convoy should not give xp for crate captures. What I'm thinking and this is open for debate and dicussion I'm just throwing this out here. Make it so you get a certain amount of experience for your attack like a normal game but reduce the gain by like 1/10th or somewhere that finds the correct balance and then you get your attack mulitplied by the number of crates captured. Reason for is it gives the losing side something to stay for and stop other team from getting insane amounts of experience. Also it punishes people for stripped crews because they get lousy xp for not dealing damage. Effectively killing two birds with one stone. Please look at this with an open mind and post dicussions about it I'm interesting in making a viable solution for TNF to look at for Operation Convoy.
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  • Re : Operation Convoy Breakdown.

    10. 25. 2005 02:34

dmcusn
No debate here, Op Convoy is definitely flawed. There is no incentive for a person to stay on a badly losing side. Compile this with the people from the advantaged teams feeling the need to spawn kill thus giving the losing player(s) even less incentive to stay. "Gee, should I hang out for 30 minutes without a chance to even move?" I understand that crashes are hard to control, but a "no retreat" function in Op Convoy might force players to, oh, actually PLAY.

And surely there must be some way to program a safe zone around the spawn area. Either something that detects ships be killed where the spawn and kicking offending players or and extended safe area around spawn zones where guns won't fire. If it doesn't show already, spawn killing is a real pet peeve of mine. I'd rather TK a spawn camper and lose exp, then to allow this kind of behavior.

I get about 1 in 6 decent Op Convoy games, where both sides are playing hard, the scores are lower, but it is significantly more fun to play with feisty opponent. I don't even mind losing matches that are well balance, because the game play is so much more enjoyable.

  • Re : Operation Convoy Breakdown.

    10. 25. 2005 01:59

silverspade
Bump. Rather this didn't get lost without a little debate
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