Stabilis
Member
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When your partner leaves, loses early, or simply disconnects when you really need them, you are pitted in a situation that is difficult to manage. The proposed solutions were namely to create NPCs or control the partner. But those propositions are all time-consuming for Titan and Rabblefroth, hazardous for security, but most importantly not practical even in theory. Why? Creating an NPC that matches your partner requires you to add a new graphic to the battle mid-fight and expect it to continue where your partner left off. NPCs have no brains, so it will ultimately be a failure as support. How is an NPC supposed to be so dynamic as to copy their skill tree and use it too? If the NPC is even 1 point different from the partner of late, the battle becomes imbalanced for or against you. And controlling your partner... when you log into EpicDuel you are meant to use only your Artix Account. Yes, the player's character in-game is but a generated copy of themselves not exactly the player's account, though who opts to borrow someone's character anyways? Is that not account-sharing even if for 1 battle? And when you input your commands into their character are you not tampering with their account content? I prefer this option to NPC spawning, but only slightly. The largest problem with both of these offers is that it makes a large problem out of someone disconnecting when it is not. Disconnect at the correct time and an enemy might lag losing their turn. I do not prefer these methods as they are much too overblown. The problem is this: your partner disconnects. You lack the usual 2 units on a team and so you lack their talent but also their time. The solution is this: your partner's turns become your turns. The turn order should alternate between red vs blue each turn even if someone loses within 2 turns of a battle just starting. Losing in 2V2 handicaps the already overpowered (used in the correct context here) team allowing them to over-damage you just because your team is now your team minus 1. More in-depth detail is this: the solo player's turns are still equivocal to the standard time. What does this mean? Just because a player is going solo, does not mean that each of their turns counts as 1 whole turn. No, if they receive their partner's turns, they still act as if time was moving steadily. So if a player in 2V2 happens to be stranded, their turns are as seen: A (B is A's partner but he/she disconnected) C A D A C But each of A's turns do not count as a normal turn, each of A's turns count as half of a turn. Otherwise being solo could be abused. Otherwise on every "normal turn", A could use Double Strike (chronologically there would be no cooldown). The time advantage is restored, but the cost of a teammate still exists. (yes I did mention this plan before if you wished to ask) Comments, suggestions, questions?
< Message edited by Depressed Void -- 4/3/2013 13:48:40 >
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