In TF2, there is a time limit that is increased when a point is captured. The point of this is to avoid boring stalemates and slow victories. So, how about this: ticket counts are reduced a ticket is awarded for every X damage to the enemy commander some tickets are awarded every time your team finishes a refinery that is on a new location or which the last refinery on was an enemy refinery You could think of it as generals being willing to give you more reinforcements if it seems like you might win. One effect would be that it would become important to do some damage to the enemy com even if you couldn't destroy it, in order to get some tickets.
Bad idea. If one team gains most of the refineries on a map, then that team will have a huge ticket advantage over the loosing team. There would be no reason to play on the loosing team at all.
I concur. I don't like having to watch tickets, it's why I set them high for king, tickets should only come into play when stalemates occur, and that is usually a long time after they currently run out. Usually I find that either a game is decided very quickly or the tickets run out about three quarters of the way through, and dramatically alter the end result. When stalemates do occur it's because neither team is burning tickets or because both teams reach 0 simultaneously. The more tickets you have the harder it is to reach zero together, a short time with one team at 0 and the other not is all you need to decide a match, and of course if the other team has a large ticket advantage it doesn't feel as crappy when they win because of it, as oppposed to maybe a 20 or 30 ticket advantage.
The bad idea of giving tickets for refs aside tickets can be controlled by server owners, who can adjust them to their maxplayer number. More people : more death : more tickets needed.
Oh yes I should point out that I don't actually agree with this idea, my previous post was about the general idea of having more tickets than currently.
I also agree more tickets = more fun, I generally set tickets pretty high on my maps, not ridiculously high but to where the focus of the game isnt saving tickets.
I disagree with this implementation, in that a winning team can easily rack up far more tickets than a losing one. Especially with the "damage to enemy commander" thing. But yes, tickets do need an overhaul. And along with them, revive in all forms. It grates my nerves whenever a game goes into sudden death, when one particular side loses because some idiot used up the last ticket, or revive wars on CTF maps because those sometimes actually go on way longer than the original ticket count, which in my mind defeats the whole purpose of the game. Plus there's the fact that tickets don't scale up with skill or player count.
This would be useful for commanderless maps (like district or escort), but I don't see it being good for commander maps. Tickets help prevent boring stalemates. Before the bleeder flags, it wasn't uncommon to have a 3-4 hour match on district. The same would happen on maps such as crossroads, money, slaughtered, etc.
i would prefer to see it as a damage multiplier for the infantry or something something based on your teams global kill death ratio
I think this would work for linnear maps or maps made for it. but for general gameplay, no thanks. Leave this to the mappers.
My thought was to reduce the long period of time in which a team is losing and can't do anything about that unless the winning team screws up massively. The losing team would run out of tickets, ending the game faster. Alternately, if they protected their commander well and snuck out to damage the enemy commander, they could win despite having fewer refineries.
Actually you cant use that 'last ticket' its not some noob bringing your tickets down to -1, the only way you can go to -1 is if the enemy has a bleeder flag which will do that. But you cant actually spawn to make your team loose.
This idea may work for some of the maps, escort comes to mind, especially if NF holds the first flag for more than 10 minuets. If nothing else, all commander maps should have a scaling ticket count: At start each side has tickets = server size. Each person has 2 lives. After 90 seconds, take the number of players (both sides+spec+unassigned) * some value around 12 (8 seems low, 15 will drag) and add to each teams tickets. There is something wrong if the entire team gets killed twice in the first 90 seconds. The 90 seconds accounts for anyone who is slow loading/downloading emp_crossroads comes to mind for needing more tickets