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Found 2 results

  1. I'm only at the larger frigates but noticing that the timer often runs out with ships still alive. Maybe this is even worse with the bigger ships? Anyway, if there still are ships left when the timer runs out what should decide win, loss or draw (which is simply loss for both sides)? Here's a pic as a talking point: I tried to get to cap but the bot was following me, I tried to speed up his demise by boarding but one broadside had me sinking. So these two bots were shooting at eachother beyond effective range and only within the last three minutes did they close the distance and did actual damage. BR each side is equal at the moment the timer ran out. Health remaining is in our team's favor, this could be used to decide win/loss but it isn't the best candidate. Our team has the most kills, also not a good deciding factor. Our team has more points (lower right corner), could that be used to make a draw (loss/loss) into a win or loss? We could make an undecided outcome (draw or loss/loss) into half a win for both teams in terms of xp payout. I've had a match timer run out with a clear BR weight in favor of my team and the outcome was still "loss". @M G can confirm. (I F11'd it) Some undecided matches are ok, but by design they should be rather rare; think in the range 1-5%. One team is dissappointed in a win/lose situation but both teams are frustrated in a draw or lose/lose situation. We should limit frustration as much as possible. How should we decide win/lose? BR weight? points?... other ideas? Discuss...
  2. At the moment we have to sink every single ship in order to win. You may have 4 SOL and 6 frigates on your side alive at the end of the counter period with 1 enemy Lynx still alive. The result is a draw. Once critical point is reached, couldn't we impliment a player vote to offer to finish the game slightly earlier rather than forcing everyone to chase down that solitary and occasionally DC'd ship ? I would imagine that reaching a 75%-80% advantage in the game would be sufficient to call the match early. We could discount any ships that were flooding faster than they could pump so that they not influence the decision.