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12-07-2007, 11:11 AM #1
bleed rates?
Once you hold a majority of flags (3 out of 5 or 2 out of 3), the other team starts bleeding tickets. Does anyone know how fast that happens? It seems like it's one ticket every 5-6 seconds (~10 tickets/minute)?

|TG-12th|WhiskeySix
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12-07-2007, 11:30 AM #2
Re: bleed rates?
Somewhere out there is a post I made many moons ago which details the bleed rate formula. If you can't find that, here's my rough recap from memory:
Well go with V1 and V2 for the CP's controlled value for Team1 and Team2 respectively. On a 5 CP map, the CP values will be set so that when one team has 3 CP's, they will have just over 100 points. The value number for simplicity is almost always 35.
Bleed happens when V1 or V2 is over 100. The rate is determined by subtracting the lower value from the higher value and then applying a multiplier.
So in the 5 CP example, if the CP's are split 3-2, the bleed rate will be:
(RateMulti/60)(3 * 35 - 2* 35)/100
The only thing I can't remember is the typical multiplier value. 10 or 12 comes to mind. The result is tickets per second.
The multiplier is a map setting, and the CP values are set on individual CP's. Furthermore, the CP's can have different values for each team, which is why you see the strange behaviour on Woodland, for example.
Bleed will be different for 3 CP maps, where each CP will have a value of 50.
(RateMulti/60)(2*50 - 1*50)/100
When I did my bleed override, I simplified the calculation and ignored the actual CP values.
Edit: oops, fixedLast edited by icky; 12-07-2007 at 12:13 PM.
Peace through fear... since 1947!
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12-07-2007, 11:34 AM #3
Re: bleed rates?
<blink>
<blink>
<head explodes>
I'll read that again after I have another coffee
Thanks icky!

|TG-12th|WhiskeySix
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12-07-2007, 11:48 AM #4
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Re: bleed rates?
You did all that from *memory*? Dude!
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12-07-2007, 11:52 AM #5
Re: bleed rates?
OMFG!, icky are you an actuary?

Long May the FFTHFF(5th) live in our memories and our teamplay.
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12-07-2007, 12:07 PM #6
Re: bleed rates?
er... found some code and I'm revising my first post quite a bit.
Peace through fear... since 1947!
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12-07-2007, 12:10 PM #7
Re: bleed rates?
looked at gpm_cq.py... it has the calculation, but it's missing the hard numbers to get ticketLossPerSecond

|TG-12th|WhiskeySix
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12-07-2007, 12:32 PM #8
Re: bleed rates?
Peace through fear... since 1947!
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12-07-2007, 01:02 PM #9
Re: bleed rates?
thanks...
So for most maps it seems DefaultTicketLossPerMinute = 10, and for most flags, AreaValue = 40 . Given equally weighted flags (i.e. all flags count the same towards bleed) the equation would reduce to this:
Ticket Loss per minute = (Team1Flags - Team2Flags)*4
so... <does quick math>
Bleed with 1 flag advantage (holding 3-of-5 or 2-of-3 flags) = 4 Tickets per minute
Bleed with 3 flag advantage (holding 4-of-5 or 3-of-3 flags) = 12 Tickets per minute
Bleed with 5 flag advantage (holding 5-of-5 flags) = 20 Tickets per minute
|TG-12th|WhiskeySix
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12-07-2007, 01:27 PM #10
Re: bleed rates?
Well this is good to know, thanks Whiskey for bringing this up. Now I can calculate the best way to come back from a deficit. Defense and all aside, there have been a few rounds in the previous days that needed a little more than the plain get them on bleed mantra, I think.
BTW what time do you get on Whiskey? I haven't been in a squad with you in ages, since that Twilight Zone round on Fallen where we won the round without holding more than 1 or 2 flags. Remember that one?
Long May the FFTHFF(5th) live in our memories and our teamplay.
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12-07-2007, 01:58 PM #11
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12-07-2007, 04:38 PM #12
Re: bleed rates?
Conclusion:
On smaller maps with more engagement, it may be better to repeatedly win engagements rather than sacrifice tickets to take a flag?
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12-07-2007, 04:50 PM #13
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12-08-2007, 12:40 AM #14
Re: bleed rates?
4 tickets per minute for a majority hold is pretty paltry, IMO. Would we want to increase that?




-- Suits are what you wear when doing things you shouldn’t want to do anyway.
FROM THE TACTICAL GAMER PRIMER.
3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.
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12-08-2007, 04:45 AM #15
Re: bleed rates?
If it meant that people pay more attention to bleed conditions and stop zerging across certain maps, I'd be all for that.

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