Often in CTF, a match is set from the start due to player count or who is on your team. If 4/6 people from your team leave instantly like what happened to me once, it leaves you in a completely lose-lose scenario. Not only are you outnumbered, you have less people for jobs, less chances for good players, and the worst of all is that you are being outproduced in coins. If it’s a 2 vs 6 scenario, then every second your team is only gaining 2 total coins to go towards stuff like TNT, arrows, or Armour, while the other team is being given 6 total coins per second. This needs to be rebalanced so that even though the game is probably already lost, the game will still try to help the outnumbered / underpowered team by giving them coin boosts. I have a lot of suggestions that all tie together to fix this this issue:
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Increase coin generation speed for outnumbered teams, aka a Coin generation multiplier.
The ratio of people on each team shall determine the rate at which coins are generated. Basically, if it’s a 6v6 but a person from your team leaves, then the coin generation is increased from x1 to x1.2 since 6/5 = 1.2, meaning the outnumbered team will get this coin generation speed multiplier. If it’s a 6v4, again, it’s calculated like this: 6/4 = 1.5, so outnumbered team coin generation multiplier is x1.5. A few more examples are:
5v4 = x1.25 (5/4=1.25)
6v3 = x2 (6/3=2)
4v3 = x1.333 (4/3=1.333)
If it ever becomes even again, say a 4v4 the coin generation is reverted to x1. -
Apply the formula above to other actions when a team is outnumbered, aka an Action Multiplier.
Basically, if you get a kill and your team is down 4v6, then kills will be x1.5 as rewarding, rounded up. This means, if you’re down 4v6 and you get a kill, you earn 23 coins because 15x1.5=22.5, rounded up to 23. If it’s already rounded no need to worry, like a team capture would be already rounded to 75 coins.
One more example, if you get a capture and your team is down by 1 player 5v6, then the formula would up it to 150x1.2=180 coins for a capture, while your team would receive 60 because 50x1.2=60. -
Buff the team leaver split.
I currently don’t know what the formula is now, but if it doesn’t include items that have been bought by the player who left then calculate it like this:
Total coins earned x1.5 divided by remaining players.
So if a player leaves having earned a total of 500 coins regardless of what was spent, while 5 people remain, then each person receives 150 coins to make up for the lost player. Calculated like this: (total player coins, say 500)x1.5 divided by (players remaining, say 5) = 150. This, along with the coin generation and action multipliers, should make up for the lost player, as a player is hard to be compensated for. They are an extra sword, extra cannon fodder, extra arrow rain, extra explosive tactician, they are so much, but I hope these multipliers and buffs above will make up for them. -
Kill rewards.
Currently in CTF, you are given 15 coins for killing a player / getting the final hit, 3 for an assist, and 5 - 7 automatically regenerated hearts (I dont know exactly how many). 2 of these have problems, the assist bonus and heart bonus.
The first major problem is the assist bonus. Someone from your team can steal 12 coins from you just by getting the last hit on someone. I don’t want such complicated code for the kill to be the player who did the most damage, as that’s too much to ask for. A fix however, is buffing the assist coin bonus to 8 coins so in case of a “stolen kill,” you are still fairly rewarded for it.
2nd issue with the kills is the heart bonus. This sometimes makes players unkillable, even in a 3v1, because if the outnumbered player simply targets one player (which is surprisingly easy from experience of abusing this myself), then they get almost fully regenerated and ready to target the next person. This takes any hope of using sheer man power to kill that player away, because of an overpowered heart bonus.
This needs to be reduced from whatever it is now to 2.5-4 hearts bonus depending on what Hive wants, personally I think 3 hearts would do best. Rewards you, but doesn’t practically give invincibility and increases incentive to work in groups. -
Spawnkilling.
If a team is so overpowered that they won’t even let the other team do stuff by killing them, then something is wrong. A solution must be implemented to prevent spawnkilling.
Firstly, absorption hearts. This is already an upgrade, but why not make it free? I suggest giving players 5 absorption hearts for free, that last for 12 seconds. This would help prevent spawnkilling.
Secondly, increase the spawn protection period to 8s. Not much to explain, 8s of invincibility unless you attack another player. That’s also a free hit on spawnkillers if you choose to ruin those 8 seconds of invincibility.
Thirdly, add an area around your teams spawn area that if the other team steps in it, they take the same damage as stepping in water.
All of these 3 suggestions will help prevent spawnkillers massively. -
Upgrades
A few other minor things need to be changed about upgrades.
Firstly, they all need to be made about 20-50% cheaper to encourage people to buy them. They aren’t very useful but they are mighty expensive, so a price reduction is in order.
Secondly, adding 2 levels to some upgrades be good, for example adding 2 levels of faster respawn. Lvl 0 as a base will be whatever it is now. Lvl 1 will be 5s, and lvl 2 will be 3s. Absorption hearts will be changed to 10 hearts but reduce the invincibility period to 6s
I suggest these new prices:
Arrow Upgrade - 100
Block Upgrade: 150
Faster Respawn Level 1: 75
Faster Respawn Level 2: 125
Absorption Hearts: 150
Flag Curse: 75
(Did I miss one? Assume I’d reduce the price by 20%-30% ish too) -
2 other things
A few other minor things I would like changed for balancing purposes:
-Flag curse health increased to 5. 3 is just too much of an upgrade, you are basically a 2/3 shot. It’s also very hard to not let anyone get to you by other team members defending the flag holder. To compensate for the nerf, the price above has been reduced.
-No captures bonus increased to 400 per person, unbalanced team multipliers stated in part 2 effect this. This is to help the losing team more easily come back.
That should be all! These changes are designed to balance general stuff as well as make a proper solution to one team having less players. The changes also give incentive for upgrades, instead of overstocking personal items.
I’m open for chat about this and for The Hive team to adjust the numbers if they think it needs changing, whether it be too OP or not enough.
Cya in the thread