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Zombie Demographics Index (Map rotation help)

Discussion in 'Game Server Ideas' started by JavCube, Apr 20, 2014.

  1. JavCube

    JavCube MG Donor

    ******************************************************
    FIRST OF ALL
    1. This is just a thought, I have no idea if this is possible.
    2. All of you are welcome to make critics and help to reinforce the idea, just don't be too rude.
    ******************************************************


    To help to avoid the mapvote maps repeat, I suggest to implement a "Zombie Demographic Index".

    A numeric value from 0.00 to 1.00 (like rep system) that will shows next to the map name on the mapvote GUI.

    This number should work as a multiplier that should work with the difficulty index. Both difficulty (Normal, Advanced and Expert) and this index should control the quantity of zombies. This should help the campaign repeat issue with mapvote.

    0.00 ---> Area is clean, not very likely to find zombies.
    0.01 - 0.09 ---> Area with no important zombies sights. No SI sighted.
    0.10 - 0.25 ---> Area with sights of common zombies. Low chances of SIs
    0.26 - 0.49 ---> SI are starting to be more frequent.
    0.50 ---> Area with important zombies pressence.
    0.51 - 0.75 ---> Zombies are starting to settle and others are been attracted.
    0.76 - 0.99 ---> High infection area. High SI spawn.
    1.00 ---> Area hasn't been visited in a long time. The zombie population is incredibly high. SI presence is overwhelming.

    This index is calculated each round. The calculation parameters are open to discussion. But should be balanced enough.

    As always, open to your thoughts.
     
  2. Tricky

    Tricky MG Donor

    With this you'll find that people will be able to rush through the campaigns on a "0.00 ---> Area is clean, not very likely to find zombies." and still kill tanks at the finale. They may do this over and over as the highlight of any campaign is the finale tanks.
     
  3. JavCube

    JavCube MG Donor

    no zombies mean not even SI, not even tanks...
     
  4. CrazyRabbit

    CrazyRabbit Game Server Moderator

    @Tricky - You can remove the ability to vote for those low risk campaigns, so they can't be rushed through and abused as such.
    If you were to think of it as being CEDA, they would have areas/zones that needed to be cleared by themselves and/or the army:

    Tier 1 (Low Risk Areas, CEDA controls the zone)

    0.00 ---> Area is clean, not very likely to find zombies.
    0.01 - 0.09 ---> Area with no important zombies sights. No SI sighted.
    0.10 - 0.25 ---> Area with sights of common zombies. Low chances of SIs

    Tier 2 (Medium Risk Areas, CEDA and Army working together)

    0.26 - 0.49 ---> SI are starting to be more frequent.
    0.50 ---> Area with important zombies presence.
    0.51 - 0.75 ---> Zombies are starting to settle and others are been attracted.

    Tier 3 (High Risk Areas, Army only is clearing the zone)
    0.76 - 0.99 ---> High infection area. High SI spawn.
    1.00 ---> Area hasn't been visited in a long time. The zombie population is incredibly high. SI presence is overwhelming.

    I like this idea and think it could work based on a "when was this campaign last played" format.

    Example:
    Crash Course, No Mercy and Sacrifice were all played in the past 4hrs and are now classed as low risk (Tier 1). Meanwhile Dark Carnival, Swamp Fever or Parish have not been played in the last 4hrs and are classed as high risk (Tier 3). When the map vote is shown (perhaps it's shown to everyone in the finale map SR) only these 3 campaigns are shown and can be voted on. Once a Tier 3 campaign starts, the oldest Tier 2 campaign (Cold Stream perhaps) will now become Tier 3 and the rest of the campaigns shuffle down to fill the gap from Tier 1 on wards.

    There are plenty of campaigns to keep this fresh and remove the most played campaigns from the vote list every few hours, while still keeping the vote list populated in Tier 3. (If there is 13 campaigns total this gives a 4 - 4 - 5 ratio)
     
  5. Tricky

    Tricky MG Donor

    I always thought you needed a tank spawn and defeat to progress the finale? Hmmm.
     
  6. Penguin

    Penguin Guest

    yeah but MG runs it through a timer so you be able to make it count down and force to not spawn a tank then it would pause the timer :D