This is the solution to end games quickly when they become extremely mismatched.
It puts sucky teams out of their misery, awards teams by way of secondary victory conditions and hopefully will solve some other minor issues related to griefers.
100 Maximum Points of Morale per player.
There should be two Morale meters.
TeamMorale = Team Players still present * 100 ;Controls options to Forfeit and presents a Secondary Victory Condition.
PlayerMorale = 100 ;Handles the issue of Betrayal, Suicide and TeamDmg
Ways to Influence TeamMorale:
*AvgLife(+/-}; *See Below
Killing sprees (10/15/20)
Objectives (+Full Restore)
Suicide (-15/-25) ; Obj/Team Slayer.
Betray (-25) ;These usually do more damage than quitters. But you have to account for accidents.
Quit (-100); This only affects Maximum Morale, not Current Morale.
TeamMorale is hidden to everyone. To prevent using that knowledge to abuse it.
Some people think that TeamMorale shouldn’t end game if it reaches 0. I disagree.
Ways to Influence PlayerMorale
Objectives (+50)
Kills (+10)
Assist (+5)
Killing spree (+5/10/15)
Suicide (-25); Accidents happen.
Betrayal (-25); Do they now?
Betrayal of Teammate holding an objective (-75); That’s f’d up.
**TeamDmg (-Variable) ; See Below
PlayerMorale is capable of booting you out of the match or can save you from getting booted.
Capping objectives only restores Team Morale and restores Morale for the player that scored.
PlayerMorale should be hidden from everyone to avoid abuse
1 person could suicide or betray up to 3 times.
They will get booted on the 4th, if they don’t manage to regain morale between infractions. I chose these numbers to avoid kicking someone to early in the case of an accidental Suicide + Betrayal from a single encounter.
You cannot forfiet for any reason due to PlayerMorale. That option is handled by TeamMorale
All betrayals give the defendant the ability to forgive. If the Defendant chooses to punish, the PlayerMorale for the Accused takes a hit. The only instance in which you’ll be instantly kicked is if you suicide/betray combo on the objective carrier. Unless they forgive you.
*AvgLife Equation
Team = Team Size
MorLife = Neutral Morale Lifespan; Par for AvgLife
AvgLife = Average Lifespan of the Team ; Only averages the last 3(MorLife) seconds worth of gameplay.
Morale = Team * 100
If AvgLife < MorLife, ; You suck and you’re losing
Then Morale = Morale - (MorLife - AvgLife); For every 1-5 seconds.
If AvgLife > MorLife, ; Do you always play against noobs?
Then Morale = Morale + (AvgLife - MorLife) / (Team / 2)
;For every 1-5 seconds. Killing and Objectives should be the primary method of regaining morale. Not hiding.
If Morale <= 200 ; 4v4
If Morale <= 400 ; 8v8
ThenForfeit option available
If Morale <=0
Then Game over
Lets assume the value for MorLife is a 15s lifespan.
If the AvgLife drops below that; every 1-5 seconds, you lose a Morale point
So if AvgLife = 10s.
Every 1-5 seconds, your team will lose 5 points of Morale.
It would take 80 seconds to end the game due to the Teams Lifespan if MorLife = 15, AvgLife = 10, and interval = 1 second.; This would be hard to accomplish. Your team would be getting wrecked and you would WANT that match to end.
Keep in mind this did not account for any other variables that might take chunks out of Morale.
Obviously, in order for this to work, the AvgLife should only look at the last 30 or so seconds worth of gameplay to be of any real effect. This is so it can detect spawn traps quickly and recover correctly, if the opposing team manages to break it. Spawn traps are and should be considered major morale hits and these values should be tweaked to reflect that.
**TeamDmg Equation ; Avoid 2x Morale hits for accidental betrayals
PlayerDmg = Damage in HP done to PlayerMaxHP
TeamDmg = Betrayal (PlayerDmg) / PlayerMaxHP ; Should be PlayMaxHP worth of DMG = Betrayal and scale accordingly
If PlayerDmg = PlayerMaxHP ; How many HP’s does a Spartan have?
Then Check for Betrayal in the next 2 seconds
If Betrayal = True
Then Morale = Morale - Betrayal
Else Morale = Morale - TeamDmg
This thing needs alot of work. You’re going to have to fill in some of the blanks.
I would actually like to see a victory condition based on attacking the opposing teams morale.
Which is why I’d like the possibility of ending the game if a team reaches 0 Team Morale. Some of you think otherwise… oh well. That’s what custom options are for.
In a 4v4, it is possible to forfeit if circumstances are dire enough
In a 3v4, it is possible to keep someone else from forfeiting if you score objectives.
In a 2v4, it is possible to forfeit at any time, depending on the threshold you set for the forfeit option to appear.
BTW 343. What I just gave you is the theory of the solution Bungie was trying to come up with to make games end quicker when the situation calls for it. So pay attention
Now I know what you’re thinking, but DON"T DO IT! Morale boosts go down the same path as kills streaks. For all the complaining the competitive players do, do not spoon feed them wins with a silver spoon.
One last Request.
For Social, Customs, or Dedicated Servers… You may consider, letting us customize this thing. All the variables.
This thing could be customized to be noob friendly or the complete opposite simply based on the MorLife variable. Some servers could use this to help keep things competitive or open to public. If they’re just willing to accept Join-In-Progress into their lives.
THINK ABOUT IT!
If Bear Grylls was on the other team, I’d tell him to drink some of his own piss.
…7500 Characters