by TheLastProject » 02 Jun 2013, 10:51
This reminds me of something which used to be done in S4 League, which they called "team balance". The idea behind that feature was that the losing team would get some boosts. In S4 League, these were the boosts:
- Lower to no SP (Impulse) degeneration when holding the Fumbi (comparable to our bomber ball)
- A small damage boost
Seeing as our impulse system is used differently, we obviously can't do this.
Personally, I'd like to reuse the buff-when-near-affinity system we currently have, which is constantly on in hard gauntlet for the defending team.
The power of this buff would, of course, be dependent on how far the team was behind.
Will it make the game more casual? Yes, and no. For the players who aren't good at the game, they will be given a better opportunity to win, although a buff system like this is unlikely to change the way the match goes, as it will disappear again if the losing team catches up with the winning one. As an additional bonus, the actual good players will more often end up playing against players which, after the buff, will be more around their level, making the game harder for them. Of course, this would be useless for clan matches, although I would still like this to be a server-side variable instead of a mutator.
Hats, Afros, wings and raptor feet. This game is showing progress indeed.