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    Disconnect tele effect

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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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