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View Poll Results: Should we implement a "mercy timer" system in BF2?
Yes, I would like to see this. 38 52.78%
No, we don't need this. 34 47.22%
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Old 06-05-2006, 12:05 PM   #1 (permalink)
 
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Mercy timer

I have been thinking over and discussing the possibility of creating a system which would cut games short in the event of a complete blowout, and I want to get some input from everyone on this. The idea is that if one team is completely dominating the game, rather than play 15 more minutes to allow the tickets to drain or the timer to end, the server will automatically end the game.

Domination would be indicated by some combination of ticket spread and number of flags. The idea is to find a rule which tells you that the losing team has no chance of coming back. 200 tickets? 300 tickets? Some percentage of the total tickets, most likely. What do you think?

The game would be ended as it is when a team gets swept, with the tickets counting down rapidly. I would put up some warnings ahead of time so that the losing team has a chance to make a desperation move to prevent the mercy loss.
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Old 06-05-2006, 12:08 PM   #2 (permalink)



 
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Re: Mercy timer

great idea, love it.
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Old 06-05-2006, 12:22 PM   #3 (permalink)
 
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Re: Mercy timer

As someone who used to play a lot of city-league softball on a REALLY bad team, I support this if its implemented logically.
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Old 06-05-2006, 12:34 PM   #4 (permalink)
 
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Re: Mercy timer

Not that I am able to play anymore, due to hardware limitations, but the games I remember the most were those where we got are buttocks handed to us early, and we faught back to a 30-0 ticket spread.
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Old 06-05-2006, 12:35 PM   #5 (permalink)
 
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Re: Mercy timer

No mercy!
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Old 06-05-2006, 12:42 PM   #6 (permalink)
 
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Re: Mercy timer

Quote:
Originally Posted by Eggplant999
No mercy!
I agree. NEVER SURRENDER! I’ve seen some pretty incredible come backs.
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Old 06-05-2006, 12:42 PM   #7 (permalink)
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Re: Mercy timer

I would support something like this. If several games in a row were ended prematurely by this, maybe it would force some people to even up the skill set between the teams.......or maybe that's just wishful thinking.
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Old 06-05-2006, 12:46 PM   #8 (permalink)
 
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Re: Mercy timer

I dont like the idea. Sure, sometimes its frustrating getting overrun. But some days there are fabulous comebacks and those make up for all the suffering.
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Old 06-05-2006, 12:50 PM   #9 (permalink)
 
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Re: Mercy timer

How about of the losing team gets to vote for mercy at the end of the timer ?


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Old 06-05-2006, 12:56 PM   #10 (permalink)



 
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Re: Mercy timer

everyone loves a comeback, but on some maps you KNOW it's just NOT happening... as long as the limit's are set properly, I think this is a GREAT idea.
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Old 06-05-2006, 01:23 PM   #11 (permalink)
 
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Re: Mercy timer

If properly implemented it's a good idea.
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Old 06-05-2006, 01:24 PM   #12 (permalink)
 
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Re: Mercy timer

It would be really risky imo. Some games are awesome even if you're on the losing side, tickets sometimes don't really have anything to do with your fun factor. Some of the best fights I've had were when our team was down to 1 flag with a rather large ticket deficit and we were defending our Alamo against wave after wave of attackers and it was crazy intense action.

But then again some games are just lost from the start.

It's a good idea, I just don't think a computer can make the decision.
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Old 06-05-2006, 01:31 PM   #13 (permalink)



 
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Re: Mercy timer

In addition to the score itself, we'd probably need to factor in the rate of the ticket difference... if the ticket-lead is big and exponentially getting wider, then that would point to a route and the logic should intervene. If the gap is big, but the difference is stable or only slightly widening (at the bleed rate e.g.), then the script could stay hands off.
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Old 06-05-2006, 01:34 PM   #14 (permalink)
 
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Re: Mercy timer

What usually sets the difference is the combined team score versus the tickets, along with the K/D ratio of the losing team versus the winning team.
If the losing team has a K/D of 200/400 and their tickets are at 200, and the winning team has a K/D of 400/200 and have 380 tickets, then its pretty obvious.
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Old 06-05-2006, 01:45 PM   #15 (permalink)
 
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Re: Mercy timer

Personally this does nothing for me as I like the challenge of the game regardless of the score. However that said I think it would be extremely beneficial for the community. Yes we have all seen great comebacks, but I think what icky is implying here is that the mercy point would be so far that the likelihood of a comeback is practically zero.

What's the biggest comeback anyone has seen? for me it was around 130 tickets, where we were behind 230-100 and won it by a couple. But what if the scores were 430-150 and you only had 1 flag of 7 left? Sure it is possible but for all intents and purposes it would take a huge change to recover something like that.

In effect the mercy timer would not just be a way of preventing people from having to go through the last 10-15mins but a separate win condition in itself. Maybe that is also a good thing? In a real war if you were getting beaten on that badly in the engagement maybe itis likely that the commanders would order a retreat anyway?


icky, how many conditions can the mercy point have? Could we have a flag ratio, a ticket ratio and a ticket advantage? So say if a team has <20% of the flags, under half the enemy score and are losing by 150 then you have a 3 min countdown to get out of the conditions or you lose? Could see the situation as was mentioned above where the team scrambles to get flags over 20% to reset the timer.


also icky, could you tie in a mercy reset with something like a team scramble? Because if you are achieving a mercy win then I think squad consistency has to step aside for team balance.
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