Author Topic: Timer on games  (Read 10243 times)

Offline Hoja Lateralus

  • Member
  • Salutes: 135
    • [ψ꒜]
    • 45 
    • 45
    • 23 
    • View Profile
Timer on games
« on: June 19, 2016, 08:45:12 pm »
Due to problems with 2v2 VIP and also with just trolls I would like to suggest that 'all' matches have a timer of 30(-40?) minutes. Any game that lasts longer has been just a pain in the ass for me.
30 minutes and bam! end of a game, whoever gets more score wins, in rare cases of a tie the team with more permahull combined wins.

Offline kurganon

  • Member
  • Salutes: 1
    • [Cake]
    • 15
    • 13 
    • View Profile
Re: Timer on games
« Reply #1 on: June 19, 2016, 09:11:38 pm »
Wouldn't it be better to compare damage to permahull? Or is it very unlikely, even impossible, that someone could take a ship with great permahull and run away until the timer runs out?

Offline Hoja Lateralus

  • Member
  • Salutes: 135
    • [ψ꒜]
    • 45 
    • 45
    • 23 
    • View Profile
Re: Timer on games
« Reply #2 on: June 19, 2016, 09:15:01 pm »
I was talking about permahull's percentage, not raw numbers. Although indeed there is a problem that it's much harder to take 30% of permahull off galleon than off squid.
Knowing this, I currently can't think of a more fair way to determine winner of ties. I assume Muse will not incorporate a tie as a result of an encounter.
Counting damage dealt to permahulls may be an option, I guess.

Offline Daft Loon

  • Member
  • Salutes: 47
    • [◕_◕]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Timer on games
« Reply #3 on: June 19, 2016, 09:23:34 pm »
If a match ends via a timer expiring both teams should lose, if a timer is a way to win it will just encourage more BS.

Offline Skymonger

  • Member
  • Salutes: 22
    • [◥ɸ◤]
    • 24 
    • 41
    • 25 
    • View Profile
Re: Timer on games
« Reply #4 on: June 19, 2016, 10:16:31 pm »
If a match ends via a timer expiring both teams should lose, if a timer is a way to win it will just encourage more BS.

I agree with this notion.

If both teams squid it up as Vip and just run as far the hell away from each other for 30 minutes.
Both should lose for cowardice.

Offline Hoja Lateralus

  • Member
  • Salutes: 135
    • [ψ꒜]
    • 45 
    • 45
    • 23 
    • View Profile
Re: Timer on games
« Reply #5 on: June 19, 2016, 10:25:28 pm »
I guess both teams losing is also acceptable, although it may not always be fair (there may be 1 coward on one team and the rest of regular players). Daft Loon's fear is reasonable.

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Timer on games
« Reply #6 on: June 20, 2016, 12:40:28 am »
Timer sure.

Permahull as a decider? No. Different ships have different armour and hence some ships fight with the expectation of loss of perma. Squids for example lose out majorly due to paper thin hull.

Think of it this way two idiots ramming a wall. A galleon and squid. Guess which one will have less perma.

Much prefer next kill wins. Or all ships are vip. Or BOTH.

Offline Hoja Lateralus

  • Member
  • Salutes: 135
    • [ψ꒜]
    • 45 
    • 45
    • 23 
    • View Profile
Re: Timer on games
« Reply #7 on: June 20, 2016, 01:16:44 am »
Much prefer next kill wins. Or all ships are vip. Or BOTH.

I'm not talking about sudden death, I'm talking about timer. Meaning 30 minutes = snap, game ends, that's why we need a tie state put into the game or some way of resolving ties.

As I said, I can't think of a more fair way to decide about a tie. Also, we're talking about very minor number of cases of games ended with a tie of games ended with a timer (because I assume that when timer hits and someone is winning then they just win the game, although it is frowned upon by some).

Also: yes, ships have different permahull values but they also have various other features that counter for that - that's why despite small permahull you don't see squid die over and over again. I'm still for this solution because I can't find any better (if we talk about resolving ties [without sudden death]).

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Timer on games
« Reply #8 on: June 20, 2016, 02:47:47 am »
Well there isn't besides a simple mission failed/smash bros no contest result.

And muse doesn't want to make players feel bad, they all must be special little flowers that must feel like they achieved something despite... you know... not.

Sudden death is a fine solution to ties. You're just side stepping the core issue here. Being this game is easy to troll on since there's little to nothing stopping people from being said assholes.

There simply isn't a distinct carrot and stick system. Its all just dumb varying amounts of carrots.

Offline Clockeye

  • Member
  • Salutes: 2
    • [@]
    • 12 
    • 10
    • View Profile
Re: Timer on games
« Reply #9 on: June 20, 2016, 07:05:09 am »
Hey and what if after the timer the players were forced to play on the smaller map?
Say... after some time, duststorm or thunderstorn or similiar massive cloud of destruction closed in, restricting ships access to the rest of the map? That way they would be forced to play on the smaller area, and those who play on time would have no option but to face the oponent.

Offline Solidusbucket

  • Member
  • Salutes: 93
    • [SkBo]
    • 29 
    • 45
    • 45 
    • View Profile
Re: Timer on games
« Reply #10 on: June 20, 2016, 08:44:33 am »
A timer could potentially just cause people to run out the clock.

I know this is a crap solution, however, if the enemy vip takes a squid then maybe you should take a squid. If you are afraid of him running then arm your squid with a front artemis or heavy clip gatling and knock out the engines.

Offline MightyKeb

  • Member
  • Salutes: 78
    • [GwTh]
    • 38 
    • 45
    • 45 
    • View Profile
Re: Timer on games
« Reply #11 on: June 20, 2016, 10:22:34 am »
A timer could potentially just cause people to run out the clock.

I know this is a crap solution, however, if the enemy vip takes a squid then maybe you should take a squid. If you are afraid of him running then arm your squid with a front artemis or heavy clip gatling and knock out the engines.

I sort of did this once. I wasn't the VIP though. I managed to boringly grind 3 him to 3 kills across the map, yet despite telling my allies numerous times that I could handle him they decided to chase him aswell, leaving our junker open to dying and us losing the dps war after that numerous times.


VIP is shit/horribly balanced and squid VIP is just one way to abuse it, period. Don't hate the player, hate the game.

Offline Solidusbucket

  • Member
  • Salutes: 93
    • [SkBo]
    • 29 
    • 45
    • 45 
    • View Profile
Re: Timer on games
« Reply #12 on: June 20, 2016, 01:09:06 pm »
The best solution has been proposed : readjust the point system and make escort kills count as something 


Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Timer on games
« Reply #13 on: June 20, 2016, 06:14:07 pm »
Hey and what if after the timer the players were forced to play on the smaller map?
Say... after some time, duststorm or thunderstorn or similiar massive cloud of destruction closed in, restricting ships access to the rest of the map? That way they would be forced to play on the smaller area, and those who play on time would have no option but to face the oponent.

Way too time consuming to implement and easily a process that will come with alot of bugs.

and yes solid. that does solve the major issue. If I recall someone mentioned that VIP gives 3, escort on vip gives 2 and escort/vip on escort gives 1.


Would personally prefer 5, 3, 1 but whatever. For the sake of not making matches taking forever I guess the above is fine.
« Last Edit: June 20, 2016, 06:18:24 pm by Third Strike »