Round Enders

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Daisuke08
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Round Enders

Post by Daisuke08 » 14 Dec 2015, 17:27

Summary (a quick, 2-3 sentence summary): Create additional ways to end the round or add ways to help speed them up.

Benefits (How this will benefit the server and game as a whole): This will improve the pace of the game, bring in more rounds per day, and generally be more healthy for the game as long rounds become very stale when they hit a certain point as there's no reliable way to advance the round when both sides feel they're too weak go on the offense. This is what usually leads to ridiculously long round where both sides are turtling and waiting for the other side to suicide into their version of fort knox. The goal of this suggestion is to help end long rounds without the help of admins watching the round or competent queen/command staff.

Details (Description of how you think this would work, the benefits, etc): This could be done in various ways and I'm open to additional suggestions about this but the main one i have in mind is a time limit on the marine's mission. When the time is up, if a majority of marines are dead or on the sulaco, the mission is failed and an evac shuttle is automatically called. When the shuttle launches, it ends with aliens minor victory.

Implementation (Optional, if you have an idea how to implement it): Just kinda put a timer on it and when it goes off it checks to see if there are more dead and than active marines. If there are more active marines, it maybe checks their z-level and if most of the active marines are on the sulaco it calls the shuttle. If that's how any of that works, i'm not too sure tbh.

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Disco Dalek
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Re: Round Enders

Post by Disco Dalek » 14 Dec 2015, 17:45

While I do agree some rounds would probably benefit from being ended early, I don't think a timer is the way to go. Some of the best rounds I've been a part of were over three hours long. The problem is that whether a round should end early or not depends on the situation. I'd personally prefer if it ended early only when one side has obviously lost and is just dragging out the round. Examples being marines escaping to the planet when 95% of their numbers were destroyed on the Sulaco or two aliens running around and hiding for half an hour.

This kind of thing would require intervention from admins/mods. The pod could suffer an "unfortunate mechanical failure" midflight or the aliens could slowly start dying from the lack of a queen. Keep in mind, I only suggest this for when two or three are left on one side.
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MauroVega
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Re: Round Enders

Post by MauroVega » 14 Dec 2015, 17:52

+1 5 hours round no thank you,i totally agree
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hockeylife68
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Re: Round Enders

Post by hockeylife68 » 14 Dec 2015, 18:22

1+...........

Daisuke08
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Re: Round Enders

Post by Daisuke08 » 14 Dec 2015, 19:59

I wouldn't really consider having a round end after 3 hours being ended "early" but that's what I meant about it checking to see if marines are winning by seeing if they're on the sulaco defending or if they're mostly dead. It wouldn't trigger if they're winning, but it's meant to let losing marines lose faster because it's much harder for aliens to crack a marine defense than it is to crack alien defense and it doesn't make sense for Marines to win by sitting in the sulaco waiting for marines to kill themselves when their mission is to go down to the planet and kill the aliens whereas aliens are more about survival and reproducing.

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apophis775
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Re: Round Enders

Post by apophis775 » 15 Dec 2015, 17:41

Part of staffs job, is to monitor this.

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Stivan34
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Re: Round Enders

Post by Stivan34 » 19 Dec 2015, 05:38

Really?... We have a better way, It is this viewtopic.php?f=59&t=4909.
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Daisuke08
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Re: Round Enders

Post by Daisuke08 » 19 Dec 2015, 16:47

I made this topic before that one came up tho, check the dates

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ChickenShizNit8
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Re: Round Enders

Post by ChickenShizNit8 » 19 Dec 2015, 17:56

apophis775 wrote:Part of staffs job, is to monitor this.

Apop, let's be honest here. there are times where Staff are NEVER ON. A LOT of times, infact.
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SkyeAuroline
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Re: Round Enders

Post by SkyeAuroline » 19 Dec 2015, 19:14

ChickenShizNit8 wrote:
Apop, let's be honest here. there are times where Staff are NEVER ON. A LOT of times, infact.
And there are times when staff are on, but being completely useless.

It really needs to be in the players' hands. Even if that means Bill Carson's hands.

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Re: Round Enders

Post by Lostmixup » 20 Dec 2015, 00:25

Someone linked to the topic I made where I have a solution to the whole staff thing.
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apophis775
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Re: Round Enders

Post by apophis775 » 20 Dec 2015, 17:09

Locked as this is just people bitching about staff, which is not allowed in the suggestion forum.

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