mod feature idea - map picking due to player No.


(nUllSkillZ) #1

Hi,

long time no post.

I’ve just had the idea for the following mod feature:
Two campaigns and maps are picked due to the No. of players.

For example:
The server has 32 slots.
If there a re more than 16 players maps of campaign2 are selected.
If there are less than 16 players maps of campaign1 are selected.
The No. of players should be an admin option.

Not sure if the big mods are still active.
But might be an idea for a feature.
Also not sure if this idea has been mentioned before.

p.s.: A problem might be:
A small map is started with small player No…
But many players join during maptime.
Or vice versa.

Edit:

Another feature that could be handled by the mod in connection with the No. of players:
The No. of players of classes in connection with the total amount of players.
For example limitation of medics or types of heavy weapons.


(IndyJones) #2

ultraet mod chooses it’s maps from sql data base depending on how many players are currently on server.


(Pegazus) #3

[quote=nUllSkillZ;191164]
p.s.: A problem might be:
A small map is started with small player No…
But many players join during maptime.
Or vice versa.[/quote]

Solution to that would be to disallow players to join untill a free slot opens at Axis/Allies side for a map.
Ofc, people nowadays hardly bother to wait so it’s not a good idea.


(ailmanki) #4

working on something like that also…


(shagileo) #5

Join forces ftw :stroggbanana:

about the players joining in during map… well I don’t think that would be that bad, because teams won’t be ‘unbalanced’ or ‘unfair’ during the complete maptime.


(system) #6

yeah, awesome idea.
We got a automatic campaign/map generator since 09.2008 in the mod and 150 custom maps to choose from.
But that it solves the unbalanced / unfair team problem is something i never saw.
(imho until today i never saw no good balancing system available or even a good idea :slight_smile: )
(Unless a admin does it…)


(ailmanki) #7

For good balancing system, needs something which can get each player skill.
And then some alorithm to equalize. Yet that is surely difficult. Dunno if atb of etpub is a success in the meanwhile…

Sometimes one player excelles so much, that he almost kills the other team by himself… There it might be good to have unbalanced team player count, yet balanced skill… e.g 9 vs 12…

But as far as I can tell, from testing some years ago atb, people just go spec or leave the server once they get putteamed. So if anything, that balancing has to happen at map start, + a team autojoin button should be add.
(instead of choosing a team)… so that you can only join the team which already has more players, but is weaker.

but for all that it needs a good skill measurement.


(system) #8

exactly Ailmanki,

the balancing systems are on no mod good.
Your right about skills and how to calculate them . . .
I think what is important is to know when a shuffle happens :

kill / dead ratio - and here it gets difficult, against who ?
kill / dead sprees - and again, against who ?
skill in his function and - especially - medic should do a LOT of team reviving (oh and teamkill reviving, love it :P)
teamstacking - yes or no.
And then , like you said, some algo and mix it and…

But thats basic, i like the idea to write it down in a sql DB like out campaign/cycle to gather more information but its really hard :frowning:

Like i said, basic idea, maybe you got an idea too, let me hear, i am thinking about it with a buddy since 3/4 years now…sigh :wink:


(ailmanki) #9

I am working (with a lot help from xlr8or) on that admin mod, to get it working correctly on etpro. (Then nq,etpub and jaymod)

It has I think a good way to measure skill.
It has not yet the rotation control ( I wrote that for another admin mod… have to write it again).

So, once player skill can be determined,
maybe a admin can define difficulty of a map, and well then the rotation tool needs to know who attacks, player counts, and so on… all that together => nice campaign !

There is another advantage with all this…
it would be possible to have only the current + the nextmap in etmain. Then on each map change, the old map gets moven out of etmain, and the nextmap gets in.
This way some max gamestate chars can be safed… still clients will somewhen crash due to many pk3’s I guess.

edit: we have a rule in our Community, to only shuffle at map start or end… but never never in middle of a map.
Else shuffle and restart…
Dunno, I think that should be also not done if map is automatically balanced by some tool. If a team gets stronger while the map runs… then they are stronger, but it can be rebalanced on nextmap.


(Zer0Cool) #10

Another mod idea:

Depending on how the objectives were fulfilled in the last map the next map is chosen.

Example1:

If Map A was won, then Map B is loaded, else Map C is loaded.

Example2:

Map A: blue team has to escort a tank “to Map B”
Map B: blue team has to destroy somehting with the tank

If blue team wins Map A, Map B is loaded, else the campaign or the part of the campaign ends because the objective can not be done without the tank.
Or, the Map can be done without tank so there is simply no tank but it is more difficult without it.

Example3:

You all know the final scene from Siwa Oasis when the tank arrives (and gets shot or not from the antitank-guns).
You could do another map which would be played before Siwa Oasis.
In this Map you would have to escort the tank to the oasis. After this map Siwa Oasis would be played and depending on if the last map was won or not a tank appears in the end or not.
I think Example3 could even be done without changing map-file, but with a mod in combination with the script-files of the maps.

So all in all the idea is to have the possibility to load different maps (A,B,C,…) and/or different circumstances for the next map(tank?,extra time?,…)

I know the most maps first would have to be build to really use that mod, but you could also just use it for standard campaigns and load next map as it is done at the moment.


(system) #11

sorry, imho, this has nothing to do with team balancing in normal maps.
Especially not with the campaign/map idea :stuck_out_tongue:


(Zer0Cool) #12

Another mod idea:”
I never said it would be for balancing, it’s just a mod idea… sorry if this is the wrong place


(system) #13

[QUOTE=Zer0Cool;191208]“Another mod idea:”
I never said it would be for balancing, it’s just a mod idea… sorry if this is the wrong place[/QUOTE]
Aw sorry, i read it wrong.
I am too focussed on the balancing stuff , sry amigo :slight_smile:
(Your right it is a mod thread, i stop focussing on it now :smiley: )

But i ‘think’ i know what you mean by your idea, seems like a bit like a stopwatch idea if you ask me.
I like the Oasis idea.
I thought Diego wanted to do something like that : Mission one : allies attacks , Mission two : axis attacks, Mission three : allies attacks and wins or loses, SW concept somehow…

But a oasis kinda style map in front of oasis and after oasis would be mega cool…:slight_smile:

Greets,
Dutchman.


(nUllSkillZ) #14

Added another feature idea in the first post:
Limitation of the No. of players of classes.