Forged Alliance Forever Forged Alliance Forever Forums 2012-05-04T21:20:28+02:00 /feed.php?f=2&t=1128 2012-05-04T21:20:28+02:00 2012-05-04T21:20:28+02:00 /viewtopic.php?t=1128&p=12332#p12332 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
A loss for the person who got DC should still be recorded but this just prevents the person's team from being screwed over when he DCs.

Statistics: Posted by n00blet — 04 May 2012, 21:20


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2012-05-04T15:59:44+02:00 2012-05-04T15:59:44+02:00 /viewtopic.php?t=1128&p=12302#p12302 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
Ze_PilOt wrote:
A lot of people are also asking why I've done a uniqueId feature. It's to avoid smurfing.

"How bad it can be ? Why should anyone abuse it ?"
Well, we make possible a easy change of the uniqueId for some special cases, and some people are already abusing it. So, here is your answer : A lot of people will pull out their cable.


And simply screw over themselves or their team 99% of the time. What's stopping this now?

You think people are extremely motivated to throw a game on speculation their ACU will die in more than a minute in a game where they can share units at leasure anyways?
Compared to the potential 'benefit' of a smurf account?

If the donated units, regardles of how they were donated, die when the ACU dies (aka: isn't safely recalled after 1 minute, as per example, and as previously suggested)then, seriously, what exactly is abusable about that?

-------EDIT-------

Ahh, thinking, I can see it now. It was very limited strategic use, yes.
I wouldn't call it abuse, tho, altho I'll accept if you look at it differently! :)

So let's say it's 4 vs 4, TeamA and TeamB. Player1 of TeamA realizes he's kinda outclassed and/or his ACU is vulnerable.
He then starts donating stuff to his allies in an orderly fashion and hides aways his ACU (possibly in an allied base), and pulls the cable. ACU vanishes a minute later.
Odds are TeamA will be slightly better off than before, since they now have just 3 higher-skilled and more established players with the ressources of 4 (or whatever the one that left had, under duress probably not really much of use).
This would provide an advantage compared over that quitting players ACU dying, but it does not give his team an advantage over the other team.
I can see how this would kinda be a new feature then.

Regarding the 'panick-quit' option, I still think it's rather unrealistic, but the exact length of the grace period shouldn't be set in stone of course.
Personally, I think, given 70 seconds that I know my ACU will probably die, I'm pretty sure I'd at least manage to hide away the ACU and donate everything to an Ally!
That would be a much better outcome than pulling the cable.
And either way, if the cable is pulled and the stationary ACU dies within 1 minute, everything that player has would explode either way.

-------EDIT-------

Either way, an (well, two) insidious option to prevent any remote chance of abuse is:
a DoT to the 'escaping ACU', unsure about the size, say 50% of it's HP to a minimum of 1 HP (no suicide).
This would essentially double the grace period, since due to the nature of the grace period the ACU already dies by 50%.
This should be pretty much unsurvivable if you're idle for 60 seconds and in mortal danger in the first place.
This might seem overcomplicated, but it was established earlier that just checking the ACU for full HP doesn't work.

Another option might be replacing the DoT with a HP check at the end of the grace period.
A good idea might be: If it's HP are the same or higher than at the start of the grace period it's allowed to gate away.
(aka: taking damage during grace = death)
I mean, seriously, when do you know your ACU's gonna die but not going take any damage for a minute?
I don't think you ever know such a thing for certain like that.

Statistics: Posted by ElCapitan — 04 May 2012, 15:59


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2012-05-04T15:48:27+02:00 2012-05-04T15:48:27+02:00 /viewtopic.php?t=1128&p=12300#p12300 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
"How bad it can be ? Why should anyone abuse it ?"
Well, we make possible a easy change of the uniqueId for some special cases, and some people are already abusing it. So, here is your answer : A lot of people will pull out their cable.

Statistics: Posted by Ze_PilOt — 04 May 2012, 15:48


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2012-05-04T15:48:42+02:00 2012-05-04T15:44:56+02:00 /viewtopic.php?t=1128&p=12299#p12299 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
Pavese wrote:
I think it serves it well. I don't want an abusable mechanic implemented just because a few People have problems with their ISP. I rather have them disconnect instead of some idiot ruining my day even more by abusing this.

Or in other words: it doesn't matter if they disconnect if the thing that would potentially improve the disconnect/share situation is abusable. Don't implement stuff that is abusable.


I don't think anyone will argue against that premise. :P

I, however, can't really see it happening (or worsening any extant condition) based on the recent ideas and proper implementation.
How many people do you expect to pull their cable at least one minute before their suspected ACU death?
Of those who do (nutcases, mostly), how many do you think will judge their situation correctly (aka: absolutely unavoidable ACU death)?
Maybe I just lack such powers of precognition... or defeatism. ;)
If they don't judge this correctly they either:
a) Make killing their ACU easier.
b) Quit the game, donating his stuff to an ally.
In either of these cases that particular player would have been shocked into quitting, no big deal.
Regarding b) in particular, if you can share in the first place: He could, in essence, do that either way, in a much more beneficial and controlled way, too, as can the enemy, so the whole 'hypercharges another players economy' is bogus - they still lost ressources compared to the other team.

Statistics: Posted by ElCapitan — 04 May 2012, 15:44


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2012-05-04T15:05:32+02:00 2012-05-04T15:05:32+02:00 /viewtopic.php?t=1128&p=12294#p12294 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
share sucks, it do your mates like an obstacle if they arent good, why hold bad players in your team when you can take his base lol

Statistics: Posted by Armmagedon — 04 May 2012, 15:05


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2012-05-04T14:46:40+02:00 2012-05-04T14:46:40+02:00 /viewtopic.php?t=1128&p=12291#p12291 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
Or in other words: it doesn't matter if they disconnect if the thing that would potentially improve the disconnect/share situation is abusable. Don't implement stuff that is abusable.

Statistics: Posted by Pavese — 04 May 2012, 14:46


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2012-05-04T13:27:59+02:00 2012-05-04T13:27:59+02:00 /viewtopic.php?t=1128&p=12285#p12285 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
Pavese wrote:
Doesn't matter if the margin is small. Shouldn't be implemented. Fix your connections instead.


This isn't completely under peoples control. A short disruption in connection on the ISPs end isn't all that unheard of.
Even if it's just a small margin of disconnects caused this way, doesn't matter, right?
Your logic invalidates your own argument.

Of course I'm not saying such a feature should be abusable in a practical sense.
It seems reasonable and workable to reassign a disconnected players units after a certain grace period (say, 1 minute),canceling all orders but still allowing the units to defend themselves (no reason to give overt free kills, really), if the ACU is still alive at that point... or something along those lines as suggested.

Statistics: Posted by ElCapitan — 04 May 2012, 13:27


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2012-05-03T20:08:04+02:00 2012-05-03T20:08:04+02:00 /viewtopic.php?t=1128&p=12235#p12235 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
To prevent abuse though by people disconnecting right before they are about to die to get full share for their team, make the ACU recall have a simple countdown, like it takes 1 min after disconnect for ACU to be recalled.

When somebody DCs, all orders to the ACU are stopped and 1 minute recall countdown is started. If ACU should die in this time, everything given over to the other players explodes like normal. Otherwise, ACU is recalled and every unit shared remains and doesn't explode. This should prevent abuses of people DCing intentionally as they would have to predict well before that they are about to die.

Statistics: Posted by n00blet — 03 May 2012, 20:08


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2012-05-03T12:25:01+02:00 2012-05-03T12:25:01+02:00 /viewtopic.php?t=1128&p=12191#p12191 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
Pavese wrote:
Doesn't matter if the margin is small. Shouldn't be implemented. Fix your connections instead.

indeed.

Statistics: Posted by Kryo — 03 May 2012, 12:25


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2012-05-03T12:19:48+02:00 2012-05-03T12:19:48+02:00 /viewtopic.php?t=1128&p=12190#p12190 <![CDATA[Re: Would you like a New option: Disconnect share?]]> Statistics: Posted by Pavese — 03 May 2012, 12:19


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2012-05-01T13:22:18+02:00 2012-05-01T13:22:18+02:00 /viewtopic.php?t=1128&p=12072#p12072 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
Moritz wrote:
That's why I made share until death. This is exactlly what it does. ;)

I may agree with that option if its when Share Until Death, before the units get destroyed after 20 seconds when someone is kicked, it checks if this player ACU is still alive, if the ACU still has at least more than half HP, to give all the units to allies. If ACU is not alive or his HP is lower than 50%, it wont' give.

Maybe something like that would work.

It's still way too abusable. Most times you can see exactly when you're about to die, before you've taken any damage - eg, if you see gunships coming towards you and you have no air or AA to defend.

Giving ACUs is frankly ridiculous. It even has the same problem, as you are giving everything to another player - who now has twice the eco so long as he hides that ACU.

Anaryl wrote:
It's an option. Solution: Don't use it with people you don't know.

Somebody who repeatedly engaged in this kind of behaviour is the kind of person who would make a name for themselves pretty quickly - thus forcing a disconnect would have rapidly diminishing returns.

I can't remember the last teamgame game I played where I knew absolutely everyone in it.

Statistics: Posted by uberge3k — 01 May 2012, 13:22


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2012-04-29T16:24:21+02:00 2012-04-29T16:24:21+02:00 /viewtopic.php?t=1128&p=11946#p11946 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
AdmiralZeech wrote:
I dont like share in the first place. Every unit should have an "original creator" tag, so when you give your units to someone, it still remembers who created them originally. When the original creator dies, the unit explodes, regardless of who is controlling it right now.


That's why I made share until death. This is exactlly what it does. ;)

I may agree with that option if its when Share Until Death, before the units get destroyed after 20 seconds when someone is kicked, it checks if this player ACU is still alive, if the ACU still has at least more than half HP, to give all the units to allies. If ACU is not alive or his HP is lower than 50%, it wont' give.

Maybe something like that would work.

Statistics: Posted by Moritz — 29 Apr 2012, 16:24


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2012-04-29T14:54:23+02:00 2012-04-29T14:54:23+02:00 /viewtopic.php?t=1128&p=11940#p11940 <![CDATA[Re: Would you like a New option: Disconnect share?]]> Statistics: Posted by noobymcnoobcake — 29 Apr 2012, 14:54


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2012-04-29T14:36:18+02:00 2012-04-29T14:36:18+02:00 /viewtopic.php?t=1128&p=11938#p11938 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
If a player disconnects, his army + base + ACU are all given to an ally. If his ACU dies at some later point, then his Army and Base will too. But if he doesn't die, his stuff won't either. Would the detractors like that?

Statistics: Posted by FunkOff — 29 Apr 2012, 14:36


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2012-04-29T11:22:46+02:00 2012-04-29T11:22:46+02:00 /viewtopic.php?t=1128&p=11928#p11928 <![CDATA[Re: Would you like a New option: Disconnect share?]]>
Ze_PilOt wrote:
So basically, people will just have to disconnect when they are in danger to share their units instead of losing everything ?



this. it wont work.

Statistics: Posted by Kryo — 29 Apr 2012, 11:22


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