Originally posted by gdugwyler
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I may also just have to reduce end round bonuses, while also reducing somewhat the to-rank amounts for some of the support ships.
Armies will exist on a daily basis, shuffled at each daily time reset; an auto-assist system will come in that will work by permanently reassigning players for that day rather than just sending them to assist; and armies will be randomized if one is dominating the other. Just a taste of what's to come, as clearly the conscience of Distension players cannot be relied upon...
- Make the consequences of avarice clear (You won X RP but could have won X RP)
- Make the chance of avarice more dependent on average imbalance throughout the game than just right at the end and display that chance in the imbalance messages.
- Make it so assisters don't get switched back to their old teams just in time to miss out on the victory they worked for when assisting.
- Make the assist rewards publically known (What % of the playerbase knows the Saint bonus exists let alone what it is worth?)
- Make it so you can clearly see whether there is still an imbalance when you see the message showing one of your teammates has assisted.
- Make it easy to assist. (Make !assist switch you to the ailing frequency. You can get killed while looking up whether you are on team 0 or 1 and typing !assist x)
- Max assist rank as shown in the imbalance message seems wrong. When trying to assist (I think in a single flag game) after various max assist levels 30-40 were quoted in the messages it wouldn't let me with my level 26ish spider citing imbalance.
- If the assist system is improved it is vital to tell the players or many will continue to ignore the assist system out of habit.
- Ally (independent and flexible)
- Loyalist (stable and tied to the fortunes of the flag)
- Mercenary (squad-based)
Allies are shuffled at the start of every War to either Misanthropy or Planetary.
Allies can defect but at a low cost that reflects that allies are going to be shuffled regularly.
Killing any allied player who defects from your side should give 20% bonus until the next shuffle.
Allies should get a small extra assist bonus but suffer extra Avarice penalty.
Once a player reaches Officer rank and has gained a level 20 ship they could remain as an Ally but have two other options. This is to ensure maximum flexibility in the critical period right after any reset and that new players have enough experience to understand their choices:
Players can become a loyalist of their current army for at low joining cost.
When the bot reshuffles teams it will first attempt to keep loyalists on the appropriate army. If the armies are severely imbalanced by powerful loyalists there could be a forced assist for the duration of the war.
Loyalists cannot directly defect to become a loyalist for the other army.
Loyalists can defect to a squad or to become an ally again at the current cost.
Killing any loyalist who defects from your side should give 20% bonus for the next 24 hours.
When fighting for their flag; loyalists would be awarded a small extra bonus on victory but would get similar penalty to their consolation bonus for defeats.
They can defect at low cost to join a mercenary player-run Distension-registered squad.
When the bot reshuffles teams at the beginning of every war it will first attempt to keep loyalists on the appropriate army. It will then attempt to shuffle these squads as blocks to balance the teams. Squad shuffling need not be random. It would make sense to try and achieve a new combination of squads and armies for each war. If this cannot be achieved (due to powerful loyalists or squads) squads could be split for the duration of the war.
Mercenaries can defect to become an ally or loyalist or to another squad at low cost. The defecting RP is paid into the squad fund.
There is no bonus for killing any mercenary who leaves their squad.
Mercenaries can be kicked out by their squad at a low cost paid from the squad fund.
Squads would have a small extra RP bonus dependent on the proportional power of their players paid into their squad fund on every victory where the squad isn't split.
A squad owner could choose to headhunt any player who is permitted to defect by contributing RP from their squad fund to offset the defection cost and provide a limited bonus.
A squad owner could choose to award a limited bonus shared between its members from its fund.
No player would be allowed to change allegiance more than once in any 24 hour period.
No squad would be allowed to headhunt more than once in any 24 hour period.
The assist system would still be needed to even things up during the course of a war.
It would be useful to display flags of permanent allegiance (if any) as well as current army (with direction of goal) to minimize player confusion.
This system could allow for private frequency battles on alternate Distension maps (maybe even in single flag games).
It ought to have a better chance of promoting good teamwork than a randomly shuffled army.
It would be a solid base for squad based competition within Distension.
Squads that recruit too many players or all the powerful players should find themselves split too often to achieve much. It would pay squads to develop player talent and recruit wisely.
Distension squads could go on to do other things outside Distension within TW.

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