A team can vote to lose the game after some time has elapsed. Eg. 70% of the team after 15 mins, minimum 5 minutes between votes. This could probably be made as a server plugin.
A surrender mechanic means that the endgame isn't worth playing. If your endgame sucks that much, it means you need to fix your endgame. Band-Aid != solution
End game is good tech vs good tech. Then a team would not surrender. They'd only surrender if they had no tech, because, say, the other team outstrips them 5 refs to 1 and it's a turtle fest that looks to be continuing for the next half hour as the server empties out, or the comm has failed spectacularly. This is pretty much exactly as it is in LoL. I think that without surrender, LoL would be no where near as popular.
I'm against it, the vote would constantly show because of one fuck-wit voting surrender for whatever "good" reason he has.
hobbs is com... good enough for me. "WE SURRENDER!" lol j/k hobbs you know I love saving you all the time.
fix: vote can only be cast once ever 5min after 30mins into the game. i agree it would happen that people call surrender after they died the first time. i hate those pathetic wimps that write "omg we lost", just because they didnt get a rax in certain spot right at the start. i mean, yes, empires is decided after a certain point (and then drags on for like 10-20mins), but that certainly is no that early. and if you lose, it certainly is because of a demoralized team consisting of potential sim players, rather then not having this one rax. maybe it just needs some automatic global perma ban plugin for people that write "we lost" ...
The point of no return is where you pick up some important skills in empires: -Resource management, what to spend cash on when you have barely any. -Damage control, your radar, VF and barracks are sabbed, you can save 2 of them. Which do you choose? -Guerilla tactics, how can you abuse your bases cover to land stickies, where are good positions for mines, should you play rifleman for stickies, gren for mines/rpgs or engineer for revives? Or even scout for stickystuns? -Wall defences, most people learn the value of a well placed wall from a losing match where they held for 2-3 minutes longer just because of some well placed walls. for the winning team: -What are good research paths to finish the match and secure a win, and not risk a sudden comeback. -What's a good method for taking down a well protected comm. -How do you deal with entrenched infantry when you're in a tank.
eth0 had a plugin for that, AND IT SUCKED HAAAAAAAARD. 90 % of games where surrendered within 10 minutes as soon as one started voting for surrender and the others followed like sheep.
its better to surrender then join spec. id rather end a game, then getting spawncamped for 20minutes because tickets didnt reach 0 and some fucks with too small penises find it amusing to not finish the game because they could get a kill more that lets them end up ontop the scoreboard. tbh i think the frustration this causes (especially for players that are not established in the community at all) outweights any counter argument. such bad behavior drives so many players away and you simply cant expect the fucktards we call members of this community to change.
Never give up. You can always win, and if you can't win, at least you can train your skills / shoot people.
That is the wrong solution and misses the point completely. A gg in a 1vs1 Starcraft game might work, but how would this work in a shooter? A better solution imo would be to massively jerk up the damage potential of T3 research, so it annihilates everything. Or instead of diminishing returns on refs, do exploding returns. Basically once the point of no return (no way you could still win, except for ninja) is reached, just massively boost the advantage of the winning team, so they can force the game to end in just a few minutes.
but the point where you are approaching the point of no return is 10 minutes in, after all the refinery locations are decided, and if the majority of the refineries are on one side the other side is decided to lose the game, usually because all the "pro" players quit to spec so it's left with "newbs", unless of course they have a card to play, which they don't.
You can do that on the next map just as easily, except next map will be 20 v 20 instead of 10 v 20 Complaints of dragging maps are so common it's ridiculous, I seriously don't see why people are against this. If surrenders are too fast, put up the %. 50% is FAR TOO LOW. In LoL, it's 80%. Also, empires is NOT a shooter. Its core is RTS. Imagine if in starcraft you couldn't quit till every probe had died, and you had spent every resource building 1 tank and putting it on your mined-out main high ground till they eventually rushed you with higher tech that you had no chance of getting. No one would play without surrender.
Didn't we already have this topic like last month? Anyway, it should be trialed. What's the point in sitting in a piss poor match with one team already deemed to win and the other team with no realistic comeback available to them? The only good example against it I can think of was in the Summer League in the Trickster vs. Craig (I think) game with the fucking epic APC rush in the late game. That was something special, and if they surrendered it wouldn't of happened. But you can't argue "lategame this, lategame that" because at the moment, what really is the endgame in that situation? One team stomping the other who are confined to one barracks that's being repaired from the inside over and over again? The winning team running around with heavies and the loser's with no chance to push map control back in their favour? These.
The game is already about rushing the best tech as fast as possible. It would make it only worse. Nukes and rails are better than planing and strategy. Making dump decisions but having nukes first equals a win in empires. Imo research shouldnt have such a big impact on the game.
you neither win nor lose when you rtv. additionaly you have to choose a map, its different ... also it should be integrated in view and clearly visible without being annoying. and it should be like 80% of a team.