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Old 09-01-2005, 01:14 PM   #1 (permalink)
 
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Ticket Bleed Rate?

So I'm wondering - does anyone know exactly what the ticket bleed rate is on the half-bleed maps? i.e., Say USMC has 4 of 7 CPs on a map, and no-one on either side is getting killed. At what rate does MEC lose tickets? And how much (if any) does that rate increase with every additional flag held?

And I swear you need 5 flags (of 7) to start a bleed on Oman, instead of 4... has anyone else noticed this?
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Old 09-01-2005, 01:18 PM   #2 (permalink)
 
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Re: Ticket Bleed Rate?

Omen is definitely like that. I noticed that last night when we took a flag on the beach and they didnt start to bleed.
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Old 09-01-2005, 01:39 PM   #3 (permalink)
 
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Re: Ticket Bleed Rate?

Unlike BF1942, UCB flags now count too, maybe thats it?
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Old 09-01-2005, 01:41 PM   #4 (permalink)
 
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Re: Ticket Bleed Rate?

I took a quick look at the Conquest script and it calculates ticket loss very differently from what I had expected. It is not really based on the number of CP's each team hold but that does affect whether the game has ended (all CP's taken, no players left). Each CP has an area value, which may be different from other CP's. I suspect Oman's UCB might be worth less and that is why 5/7 CP's are required for ticket bleed.

Basically, ticket bleed will increase with each flag taken. It adds to the total area value the team holds. This value is used in a percentage of the total area as a weight in conjunction with the server's ticket bleed rate to calculate how many tickets are lost per second. However, ticket bleed will not occur unless the total flags in possession has an area value greater than the other team's.
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Old 09-01-2005, 02:09 PM   #5 (permalink)
 
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Re: Ticket Bleed Rate?

What I've found is that if you control the minimum amount of flags needed to cause ticket bleed, the enemy ticks down at a rate of 1 ticket every 3, perhaps 3.5, seconds. I've not studied it beyond that.
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Old 09-01-2005, 02:46 PM   #6 (permalink)



 
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Re: Ticket Bleed Rate?

Quote:
Originally Posted by Thierry
Unlike BF1942, UCB flags now count too, maybe thats it?
Interesting, I never realized this.
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Old 09-01-2005, 02:46 PM   #7 (permalink)



 
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Re: Ticket Bleed Rate?

Quote:
Originally Posted by Beatnik
And I swear you need 5 flags (of 7) to start a bleed on Oman, instead of 4... has anyone else noticed this?
Yeah, I've noticed that too. I guess maybe the UCB does come into play. That really gives the team with the UCB that much MORE of an advantage. ugh.
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Old 09-01-2005, 02:47 PM   #8 (permalink)


 
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Re: Ticket Bleed Rate?

Quote:
Originally Posted by =Sarc=
I took a quick look at the Conquest script and it calculates ticket loss very differently from what I had expected. It is not really based on the number of CP's each team hold but that does affect whether the game has ended (all CP's taken, no players left). Each CP has an area value, which may be different from other CP's. I suspect Oman's UCB might be worth less and that is why 5/7 CP's are required for ticket bleed.

Basically, ticket bleed will increase with each flag taken. It adds to the total area value the team holds. This value is used in a percentage of the total area as a weight in conjunction with the server's ticket bleed rate to calculate how many tickets are lost per second. However, ticket bleed will not occur unless the total flags in possession has an area value greater than the other team's.
Sarc, do you have information on how we could make the non-bleed maps turn into bleed maps? Maybe edit a setting somewhere? I have looked to no avail...
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Old 09-01-2005, 02:48 PM   #9 (permalink)



 
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Re: Ticket Bleed Rate?

Quote:
Originally Posted by Tempus
Sarc, do you have information on how we could make the non-bleed maps turn into bleed maps? Maybe edit a setting somewhere? I have looked to no avail...
I'm going to be working on custom maps this weekend. I hope to look at those maps that require all CPs to bleed and see what we can do to modify them. They would, of course, become custom maps however.
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Old 09-01-2005, 02:49 PM   #10 (permalink)


 
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Re: Ticket Bleed Rate?

Maybe only a server side change, though...
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Old 09-01-2005, 02:57 PM   #11 (permalink)



 
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Re: Ticket Bleed Rate?

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Originally Posted by Tempus
Maybe only a server side change, though...
Hmm... I remember in BF1942 we could do some server side map modding that didn't require a client download. I'll see what I can find out.
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Old 09-01-2005, 03:40 PM   #12 (permalink)
 
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Re: Ticket Bleed Rate?

From what I saw in the script, it takes the CP's area value from the object in the map. I'm guessing that it would require a map edit to change the value so that 50% + 1 will cause ticket bleed.

There is a server.zip that is part of every map. Inside there are config files for various things including CP's. The file could be edited for each map so the CP's area value is worth a value that will cause ticket bleed. Perhaps, this small file could be distributed as a mod.
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Old 09-01-2005, 06:18 PM   #13 (permalink)
 
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Re: Ticket Bleed Rate?

Quote:
Originally Posted by =Sarc=
From what I saw in the script, it takes the CP's area value from the object in the map. I'm guessing that it would require a map edit to change the value so that 50% + 1 will cause ticket bleed.

There is a server.zip that is part of every map. Inside there are config files for various things including CP's. The file could be edited for each map so the CP's area value is worth a value that will cause ticket bleed. Perhaps, this small file could be distributed as a mod.
I think as long as there is a way to find out which map is currently played and which flag is which a server script tailored to each map could easily fiddle with the bleed rate on a per flag basis.
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Old 09-01-2005, 10:06 PM   #14 (permalink)
 
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Re: Ticket Bleed Rate?

Quote:
Originally Posted by =Sarc=
I took a quick look at the Conquest script and it calculates ticket loss very differently from what I had expected. It is not really based on the number of CP's each team hold but that does affect whether the game has ended (all CP's taken, no players left). Each CP has an area value, which may be different from other CP's. I suspect Oman's UCB might be worth less and that is why 5/7 CP's are required for ticket bleed.

Basically, ticket bleed will increase with each flag taken. It adds to the total area value the team holds. This value is used in a percentage of the total area as a weight in conjunction with the server's ticket bleed rate to calculate how many tickets are lost per second. However, ticket bleed will not occur unless the total flags in possession has an area value greater than the other team's.

ugh. well at least it's not complicated. (!)

so - let me get this straight... UCB's count toward ticket bleed? Now I'm really confused. I thought it only capturable bases that counted. It's a good thing this is documented so well in the BF2 literature.
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Old 09-01-2005, 11:40 PM   #15 (permalink)


 
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Re: Ticket Bleed Rate?

Actually, the UCBs kinda do and don't count.. For example, on Wetlands and Oman, there is more than one spawn point in the UCBs of certain sides. I believe this is why there is no ticket bleed sometimes even when one side has a 5-4 advantage in flags.
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