31
Feedback and Suggestions / Re: CP Neutralisation Mechanics
« on: December 16, 2013, 04:11:33 am »How do you know that?! With skill and or actual commitment into nabbing the other team away from the point with the concept of a very low timer, how do you know it will still be the same? Even if the timer that i mentioned is as narrow as a spawning ship just wont make it back to blocking...How do I know that the timer value doesn't matter? Read the match description again. I said several times that the timer is never started due to B's continuous (but inferior) point presence. You could change the mechanics so that the instant B isn't on the point at all it skips neutral and fully switched to R and B would still win 650-0 because they are never not on the point..
x * y = z
Where x is whatever timer value you want and y is the number of times it is started in my hypothetical (0). When z equals 0, B wins 650-0.
Again, you and Thomas are arguing from a position of R and B having a different experience of the match than the one I described in my hypothetical (changing strategy, getting B off the point). It is irrelevant if a different strategy could get B off the point. It is irrelevant if a crew with better skills could get B off the point. The only thing that is relevant is the match happening as I have described.
It's called a corner case and the current mechanics fail at handling it properly.
Out of curiosity, have either of you done any programming? I may only be seeing this as a problem because I have a very "programmer" mindset and strive to make a system handle any possible result properly, whereas you both seem to approach this with a more "very unlikely, so acceptable outcome" view.