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    Disconnect tele effect

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    • ZeldafanboyZ Offline
      Zeldafanboy
      last edited by

      I like the idea but then people with coms about to die would just close their games instead if the situation called for it. Like if you have an allied low hp ACU near yours

      put the xbox units in the game pls u_u

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      • deletethisD Offline
        deletethis
        last edited by

        This was already discussed and the idea was scrapped as it was deemed prone to abuse.

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        • L Offline
          Lowki
          last edited by

          @deletethis

          Perhaps it could be a game settings option?

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          • Sladow-NoobS Offline
            Sladow-Noob
            last edited by

            There are already quite some lobby settings, so it's not really recommended to add even more options "just because idea XY seems neat" (Without the intention of sounding rude here). As a mod sure, but I doubt that it'll get added as an option due to overwhelming people (keep in mind there are a lot of requests to add stuff as options).

            Inactive.

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            • JipJ Offline
              Jip
              last edited by

              This would be perfect for a mod 👍

              A work of art is never finished, merely abandoned

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              • FreadyFishF Offline
                FreadyFish
                last edited by

                What if each individual player was able to recall, with a proper delay. And disconnecting could simply trigger that delay. I don't see how anyone could abuse it and so what if it can be slightly beneficial in some circumstance, I say good for you for making the right decision.

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                • JipJ Offline
                  Jip
                  last edited by

                  I've not thought of the idea of a delay of some kind. That may be beneficial yes, to prevent losing all the engineers in a base.

                  A work of art is never finished, merely abandoned

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                  • N Offline
                    Nomander
                    last edited by

                    I already worked this out, among other options, see: https://github.com/FAForever/fa/pull/5971
                    In summary it adds 2 new lobby settings: disconnection share conditions and disconnection ACU share conditions.

                    • Disconnection share sets the share condition for a player after they disconnect. I would expect it to be the same as the share condition or fullshare, but all the other share conditions are available too.
                      • To prevent abuse, when the disconnect share condition is applied depends on how the ACU is shared in Assassination.
                        In non-assassination, it defaults to fullshare because I find it very unlikely that people can disconnect to avoid death in other victory conditions.
                    • ACU sharing determines what happens to an ACU after the player disconnects:
                      • Explode: Like normal, the ACU explodes 10 seconds after the player disconnects.
                        • It is an instantaneous condition, so if the ACU took damage in the last 2 minutes (to prevent abuse) the disconnect share condition is not applied (no abusing disconnect to fullshare a base in a normally noshare game).
                      • Recall: Similar to Explode with the 2 minute timer, but the ACU recalls and doesn't damage anything.
                      • Delayed Recall: Disconnected ACUs are shared to allies for 2 minutes or until 5 minutes pass in the game. The DC share condition is applied when the ACU recalls or dies.
                        This is the competitive option in my opinion, which gives some time to stabilize and use the ACU, but limits the use time since there were concerns about having two ACUs being OP.
                      • Permanent share: Disconnected ACUs are shared to allies permanently, and the DC share condition is applied when the ACU dies. This is prone to double gun ACU abuse or just easily saving the ACU for way later tele/com bomb, but it is the option that maintains the current game state the best, so if people don't find multi-ACU oppressive they can use this option.
                    IndexLibrorumI FreadyFishF 2 Replies Last reply Reply Quote 3
                    • IndexLibrorumI Offline
                      IndexLibrorum Global Moderator @Nomander
                      last edited by

                      @nomander said in Disconnect tele effect:

                      Disconnected ACUs are shared to allies for 2 minutes or until 5 minutes pass in the game.

                      Whichever is shorter?

                      Sounds pretty sensible overall!

                      "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                      See all my projects:

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                      • N Offline
                        Nomander @IndexLibrorum
                        last edited by

                        @indexlibrorum Whichever is longer; disconnecting at 4:55 shouldn't lose the ACU instantly after all.

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                        • FreadyFishF Offline
                          FreadyFish @Nomander
                          last edited by

                          @nomander said in Disconnect tele effect:.

                          This is the competitive option in my opinion, which gives some time to stabilize and use the ACU, but limits the use time since there were concerns about having two ACUs being OP.

                          New standard for ladder perhaps?

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