Tremulous Forum
General => Feedback => Topic started by: Chamooze on March 19, 2004, 11:38:37 am
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I'd like to discuss this, but didn't want to clutter up the "General observations" thread:
There is nothing worse than a perfectly balanced game where neither team makes up any ground. So it should be hard for the losing team to come back. [...] I think it's very important to note that "balance" and "fun" are two related but definitely separate metrics. i.e. you can have a balanced game which is no fun and vice versa
Keep in mind there are several different types of "balances". A game where neither team makes up any ground is one type of balance. A game that is balanced around who can get the heavy classes first is another type of balance. A game where both teams gain, lose and regain ground and/or strength in classes back and forth is yet another type of balance.
In my opinion, the last kind of balance is the one that brings most fun. However, if you choose to go with the "second type" of balance, be very careful with game lengths.
Back in NS 1.04 (also balanced around the second type of balance), it was very common that the outcome of a round was decided after 10-15 minutes, but games could still drag on for over an hour without any chance for the losing team to recuperate. This resulted - on public servers - in many players simply surrendering (going spectator) when they noticed the tell-tale signs of them losing.
Basically, try to make sure that a "losing team" is quickly wiped out. This should be doable by, as you stated, slowing down the rebuild of bases in some manner. (Just be careful so playing builder doesn't become boring)
I'd also suggest increasing humans' ammo counts, to allow more prolonged attacks on the alien base. Or increase number of build points every time a team evolves, to allow the team to more easily set up a forward "staging area" for assaults.
Chamooze