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[L4D2] Versus Handicap


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thejuice027
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Join Date: Dec 2009
Old 03-26-2010 , 18:51   [L4D2] Versus Handicap
Reply With Quote #1

I was thinking to make the game more fun for both teams, a handicap for the currently losing team.

I was thinking for every 100 points Team A is ahead of Team B, Team A will start as survivors with them all at 10 HP less than normal

So if Team A is winning with 1042 points to Team B's 556 points (difference of 486 points) Team A will start the next round with all the survivors at 60 health.

All Vice Versa if you know what I mean.

Add some cvars so admins can help balance the handicap.
Thanks.
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thejuice027
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Old 03-28-2010 , 21:40   Re: [L4D2] Versus Handicap
Reply With Quote #2

or maybe even 1 hp down per 10 points ahead?
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Oshroth
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Join Date: Dec 2009
Old 03-28-2010 , 21:45   Re: [L4D2] Versus Handicap
Reply With Quote #3

That might have the slight problem when one team being ahead by over 1000 points. The team would be on 1 health.
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Old 04-06-2010 , 16:33   Re: [L4D2] Versus Handicap
Reply With Quote #4

well i idea would be to have it 10 per every 100 points yeah but my a max caping of 500+ ahead no more than 50 hp gone so capped so that they cant have more than 50hp taken away i dont know if you can do that just thought i would add to it..
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savagekid
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Join Date: Apr 2009
Location: Canada
Old 04-06-2010 , 20:09   Re: [L4D2] Versus Handicap
Reply With Quote #5

I'm sorry, but from a L4D2 player's point of view, this is dumb. If you're winning, why should you be punished? Well you might asnwer, they're winning so they should have a bigger challenge. My answer would be, if they wanted a bigger challenge they would've already left and joined another game.
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thejuice027
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Join Date: Dec 2009
Old 04-06-2010 , 23:12   Re: [L4D2] Versus Handicap
Reply With Quote #6

Quote:
Originally Posted by savagekid View Post
I'm sorry, but from a L4D2 player's point of view, this is dumb. If you're winning, why should you be punished? Well you might asnwer, they're winning so they should have a bigger challenge. My answer would be, if they wanted a bigger challenge they would've already left and joined another game.
From my point of view, its You get put on a team with a bunch of people who are new (even if they are your friends), and your up agaisn't some team that reverse pub stomps. You know your gonna lose. I want to give the losing team a chance to come back. I mean come on people, the games where the losing team makes a comback are the BEST games.
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Blade Kiro
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Join Date: Jul 2009
Old 04-07-2010 , 06:02   Re: [L4D2] Versus Handicap
Reply With Quote #7

For a purely pub game, the handicap should be something about the pill to kits ratio.

For example. There are 10 medkit spawns outside the saferoom on the map.

Team A is ahead of Team B by 1000 points.

All of Team A's medkit spawns are turned into pills (excluding saferoom)

All of Team B's medkit spawns are not converted to pills.

This is a subtle advantage compared to HP and would force Team A to step up their survivor play.

Just a thought.
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DieTeetasse
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Join Date: Jul 2009
Old 04-07-2010 , 07:06   Re: [L4D2] Versus Handicap
Reply With Quote #8

Quote:
Originally Posted by thejuice027 View Post
I mean come on people, the games where the losing team makes a comback are the BEST games.
Yeah, for the team winning, not for the other team xD

If you just "steal" hp from a team, most people will just leave.
Blade Kiro's idea of medkits/pills conversion is not such a "radical" way.
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thejuice027
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Join Date: Dec 2009
Old 04-07-2010 , 16:19   Re: [L4D2] Versus Handicap
Reply With Quote #9

I still think it would make it more fun for both teams. A handicap like this would mean that instead of the team that has more skill than the other wins. The team that fights and trys their hardest would win, even if you are out skilled.
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Graveeater
Junior Member
Join Date: Apr 2010
Old 04-10-2010 , 19:27   Re: [L4D2] Versus Handicap
Reply With Quote #10

I am clearly pro handicap.

The questions are just:
1. How to enable it?
2. What to change?

To 1:
The easiest way is just an admin command.
Probably better would be a vote system.
Even better would be something automatic (though great care is required there).
Of course this is intended for static teams.

To 2:
  • Pills / medkit ratio would be an option, but I think that is not fine grained enough. Especially regarding that many servers have already reduced medpack amount.
  • Another option would be damage output. I think that is rather easy to configure.
  • Or maybe the respawn time for infected?
  • Modifying total health would be another option (for both teams) but I'd rather use damage.
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