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June 18, 2018, 08:39:47 pm

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Author Topic: EIRR & 1v1 issues  (Read 1076 times)
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Bear Offline
EIR Veteran
Posts: 830



« on: November 26, 2017, 08:40:09 am »

I understand that no one should push his units to high veterans with a 1v1.

But could it  not be possible to introduce the following change.

In a 1v1 you can not lose any units from the launcher but they will not get XP to.

It should just be a way to test different and get to learning.

Maybe then players would be willing to play a 1v1 while waiting for hours for a game.

And someone like me would not have to test in a real game because nobody wants to play a 1v1.
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XIIcorps Offline
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Posts: 2613



« Reply #1 on: December 04, 2017, 03:21:16 pm »

Sure bear, you work out how to code it and it'll get implemented.
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Tachibana Offline
Development
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Posts: 1098


« Reply #2 on: December 04, 2017, 03:58:01 pm »

As it stands, eir 1v1 matches get you -50% or -75% exp penalties on your units. Also, as far as I know, there is no rule in eir against playing 1v1's if you want. However, the line is drawn when battles are clearly being arranged solely for farming unit veterancy by having one player feed the other hundreds of units.
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Bear Offline
EIR Veteran
Posts: 830



« Reply #3 on: December 04, 2017, 05:49:36 pm »

Sure bear, you work out how to code it and it'll get implemented.

I mean it just fine with this game.

Since I am almost noob and describe what bothers me and what should be different, I can help you to understand the problems of those who will get to know this game on Steam.

You can assume that or not.
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Smokaz Offline
Honoured Member
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Posts: 11448



« Reply #4 on: June 13, 2018, 11:56:47 am »

1v1s should be released to full xp or be remade, because we need the flexibility with steam launch and small playerbase.
Perhaps they will be viewed more positively these days.
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Tachibana Offline
Development
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Posts: 1098


« Reply #5 on: June 13, 2018, 01:15:14 pm »

The only way you could really make a 1v1 interesting within EIR style play is either change the win condition or remove call in timers. Currently, its basically just a set of "your turn, my turn" after the initial engagement.
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Unkn0wn Offline
Retired
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Posts: 18137


« Reply #6 on: June 13, 2018, 01:55:12 pm »

Yea, one idea we had in the past would be to have 1vs1s with VP points in the center of the map like vCOH. That and dedicated 1vs1 batallions. Then you can let people earn full xp, though would probably still have to weed out the farmers.
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Smokaz Offline
Honoured Member
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Posts: 11448



« Reply #7 on: June 13, 2018, 01:59:34 pm »

The only way you could really make a 1v1 interesting within EIR style play is either change the win condition or remove call in timers. Currently, its basically just a set of "your turn, my turn" after the initial engagement.

You are right to mention these, but the way I see it anything that can be easily done on the dev-side to make 1v1s more attractive is a good thing. So ideally, both what I mentioned and what you mentioned could be done.
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Tachibana Offline
Development
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Posts: 1098


« Reply #8 on: June 14, 2018, 02:06:49 pm »

I'm not sure how you would change wincons, but could this work for call in timers for a 1v1?





      if Player_HasUpgrade(World_GetPlayerAt(i), EIRUPG."INSERT_FACTION_HERE"."INSERT_NAME_HERE") then
         for x = 1, World_GetPlayerCount() do
            local subpid = Player_GetID(World_GetPlayerAt(x)) - 999
            if players[subpid].race == 2 or players[subpid].race == 3 then
               if countAxisPlayers == 1 then
                  players[subpid].defaultSpawnTimer = defaultSpawnTimer * 0
               elseif countAxisPlayers == 2 then
                  players[subpid].defaultSpawnTimer = defaultSpawnTimer
               elseif countAxisPlayers == 3 then
                  players[subpid].defaultSpawnTimer = defaultSpawnTimer
               elseif countAxisPlayers == 4 then
                  players[subpid].defaultSpawnTimer = defaultSpawnTimer
               end
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Unkn0wn Offline
Retired
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Posts: 18137


« Reply #9 on: Yesterday at 03:37:04 am »

This could work but the win conditions are an important one to address. One way to go about that however could be to have dedicated 1vs1 maps that feature only frontline sectors so players don't have to spend any time capping around with infantry.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 2865



« Reply #10 on: Yesterday at 05:05:30 am »

Why the sudden desire for 1v1s? They function so poorly with EiR that a 1v1 mode might as well be a separate mod.
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Dauntless07 Offline
EIR Member
Posts: 58


« Reply #11 on: Yesterday at 09:34:16 am »

Why the sudden desire for 1v1s?
Isn't it obvious? With the wait times in launcher to find 4 people minimum to start a game, it's not something people trying the mod for the first time are likely to forgive. People are getting ever-impatient in our instant gratification world.
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Tachibana Offline
Development
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Posts: 1098


« Reply #12 on: Yesterday at 12:47:01 pm »

They function poorly because no one has bothered to help them function. The limited sector idea by Unknown is actually pretty genius. It could basically create a VP mode style game flow in a 1v1 for newer players.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 2865



« Reply #13 on: Yesterday at 02:57:24 pm »

The problem is implementation. I'll need to take a look, but it might involve creating new VPs for the map--and that'd require new maps to be made using that VP entity.
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Tachibana Offline
Development
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Posts: 1098


« Reply #14 on: Yesterday at 03:05:13 pm »

Not quite. I think what unknown was getting at was limiting the total sectors in a map. Say you have a 1v1 map, but just 3/5 sectors dispered aroudn the midpoint of the map. You would keep the +/- POP objectives, but having just those few sectors would focus the gameplay. Pseudo victory points in essence. Imagine for example introducing Angoville to EIRR. Have once sector around the southern windmill, one sector aroudn the northern houses and a third sector around the west fences.

3 sectors to emulate 3 vps.
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