Teamspeak Client Play TankPit AIM Blast Chat Top 25 List Tournament Calendar Tournament Results Transformer's Website Art of War's Website Simpson's Website Donate to BFU via PayPal

Skip to content

Board index  •  Arcade  •  Search •  Register  •  Login 

  • Print view
Board index Board index » TankPit » Ideas/Suggestions

Map Rotation: The Vote Menu

Have any ideas you would like to see put into the game? Constructive criticism is welcomed.

Moderators: iwasperdition, SW

Post a reply
13 posts • Page 1 of 1
Map Rotation: The Vote Menu

Postby savin » Tue Nov 12, 2013 12:35 pm

Its simple.. You log on, you vote once and the vote menu goes away until the next map is rotated in. (24 hour rotation? Its up to SW or what the players want I guess) Then you do this all over again, with a RANDOM selection of 3 maps to choose from.

It would essentially follow how Call of Duty and Halo players choose the next map to be played..

Image
  • 1

Image
savin Offline


User avatar
Supporting BFU Member
Supporting BFU Member
 
Posts: 3026
Joined: Wed Jan 24, 2007 11:43 am
Location: New York
Reputation: 249
  • Website
Top


Re: Map Rotation: The Vote Menu

Postby savin » Tue Nov 12, 2013 12:39 pm

Going deeper into this idea, imagine if this mimic'd how you choose not only the maps in Call of Duty or Halo.. But a GAMETYPE as well. Keep in mind the (game types) and (maps) are both variables that can be any combination of each other

So anotherwards..

1. "Lone Wolf" Game type on Desert (wins the most votes).... SW creates a billion different colors to assign at random to each player that enters the map. Every tank for themself
2. "Classic" Game type on Rocks & Swamps... It would be 4 colors like we are used to, and be just like playing on Rocks & Swamps now
3. "Red vs. Blue" Game type on Deep Six.... It would be 2 colors obviously, on Deep Six..

etc etc
I'll post more ideas as they come
  • 0

Image
savin Offline


User avatar
Supporting BFU Member
Supporting BFU Member
 
Posts: 3026
Joined: Wed Jan 24, 2007 11:43 am
Location: New York
Reputation: 249
  • Website
Top


Re: Map Rotation: The Vote Menu

Postby B_man99 » Tue Nov 12, 2013 2:17 pm

savin wrote:Going deeper into this idea, imagine if this mimic'd how you choose not only the maps in Call of Duty or Halo.. But a GAMETYPE as well. Keep in mind the (game types) and (maps) are both variables that can any combination of each other

So anotherwards..

1. "Lone Wolf" Game type on Desert (wins the most votes).... SW creates a billion different colors to assign at random to eat player that enters the map. Every tank for themself
2. "Classic" Game type on Rocks & Swamps... It would be 4 colors like we are used to, and be just like playing on Rocks & Swamps now
3. "Red vs. Blue" Game type on Deep Six.... It would be 2 colors obviously, on Deep Six..

etc etc
I'll post more ideas as they come


Great idea. To bad SW wont want to do this since he wants the game to stay the same :(.
  • 0

B_man99 Offline

sergeant
 
Posts: 190
Joined: Wed Nov 14, 2012 10:09 pm
Reputation: 12
Top


Re: Map Rotation: The Vote Menu

Postby Erock » Tue Nov 12, 2013 2:25 pm

Betaman is a big fan of SW and his tank pit vision.

Solid idea man
  • 0

Image
Erock Offline

general
general
 
Posts: 2028
Joined: Mon Apr 11, 2011 3:23 pm
Location: RVA
Reputation: 196
Top


Re: Map Rotation: The Vote Menu

Postby Jordann » Tue Nov 12, 2013 2:41 pm

yup, really good idea. I dont know the percentage that it gets implemented tho, probably pretty slim.

good thinking tho.
  • 0

Image
// :star3: :bronzetank: :combat: :shiny: :dot: :bronzecup: :ph: :lb:// :star3: :silvertank: :battle: :shiny: :silvercup: :ph: :lb:// :dot: :goldcup: :wc: //
-----------------------------------------------------------------------------
Jordann Offline


User avatar
brb j break
 
Posts: 3190
Joined: Wed May 23, 2012 5:19 pm
Reputation: 361
Top


Re: Map Rotation: The Vote Menu

Postby cujo » Tue Nov 12, 2013 6:36 pm

This has to be top 5 most overused :lb: entry, and I'm not knocking it at all, I sent a variation myself. As I know others have as well, there has to be a higher reasoning behind why we have not seen it yet.
  • 0

ImageImage
~-----------------------> :star3: :goldtank: :heroic: :rusty: :dot: :silvercup: / :star3: :heroic: :shiny: :goldcup: / :star3: :battered: :dot: :goldcup:
:star3: :goldtank: :heroic: :rusty: :goldcup: :wc: / :star3: :goldtank: :heroic: :battered: :goldcup: / :star3: :goldtank: :battle: :shiny: :silvercup: / :star3: :goldtank: :shiny: :goldcup: / :star2: :heroic: :shiny: :silvercup: / :star3: :shiny: :goldcup: / :star1: :goldcup:
Image
Fuck nigga, dont ask me, if krusty, eva blast heat
Especially when, Im riding with him, like a passenger, in a taxi
With loaded pistols, in the back seats, in all black, on these back streets
cujo Offline


User avatar
general
general
 
Posts: 2518
Joined: Wed Jan 24, 2007 2:39 pm
Location: Alabama
Reputation: 241
  • Website
Top


Re: Map Rotation: The Vote Menu

Postby iwasperdition » Tue Nov 12, 2013 9:17 pm

Don't have it be daily imo. Have the daily maps be part of the normal map rotation and have the weekends be voted on over the course of the week.

I'll of course throw my votes in for d6, apps and ice :evil:
  • 0

It is easier to fight for principles
than to live up to them.

Perdition :star3: :shiny: :dot: :goldcup: :ph:
Truth or Dare :star3: :bronzetank: :combat: :battered: :goldcup: ( :star3: :goldtank: :shiny: :bronzecup: TP )
iwasperdition Offline

colonel
colonel
 
Posts: 1513
Joined: Thu Jul 11, 2013 12:33 pm
Reputation: 157
Top


Re: Map Rotation: The Vote Menu

Postby savin » Wed Nov 13, 2013 2:06 pm

cujo wrote:This has to be top 5 most overused :lb: entry, and I'm not knocking it at all, I sent a variation myself. As I know others have as well, there has to be a higher reasoning behind why we have not seen it yet.


Yeah well I elaborated a little bit more and gave a visual representation of what I was going for here. Most people just say, vote and leave it at that..

Maybe this can be a weekend type thing? Or if it is up all the time, it changes once a week Troy? I'm not sure.. I know if SW ever had plans on incorporating something like this it will probably be a while before we saw it, I would think some of the coding for this would be a little more complex than most ideas hes implemented.

However if this was put into the game, I know me personally.. I would probably have a drive or motivation to want to play this game again. Whole new dynamics, new challenges. This game has become bland and has remained the same since it started in 1997 for the most part. Until something changes the veteran player base will come and go when they get bored of the same 3 things that you mainly play this game for:

tournaments, top 25 list, awards.
  • 0

Image
savin Offline


User avatar
Supporting BFU Member
Supporting BFU Member
 
Posts: 3026
Joined: Wed Jan 24, 2007 11:43 am
Location: New York
Reputation: 249
  • Website
Top


Re: Map Rotation: The Vote Menu

Postby iwasperdition » Wed Nov 13, 2013 9:13 pm

Ya I like the idea Josh I just think it would work best if the community voted for it throughout the week and the reward would be maps chosen by the player base on the weekend. That or there can always be the Desert/Rocks map up with a community voted map running along side it. While I believe a million variations of this idea have been sent in the concept is A+.
  • 0

It is easier to fight for principles
than to live up to them.

Perdition :star3: :shiny: :dot: :goldcup: :ph:
Truth or Dare :star3: :bronzetank: :combat: :battered: :goldcup: ( :star3: :goldtank: :shiny: :bronzecup: TP )
iwasperdition Offline

colonel
colonel
 
Posts: 1513
Joined: Thu Jul 11, 2013 12:33 pm
Reputation: 157
Top


Re: Map Rotation: The Vote Menu

Postby SW » Sun Nov 17, 2013 4:33 am

It's not a bad idea. It would mandate map changes every 24 hours (currently there are often longer stretches of popular maps). I'm not sure if that would be good.

The other problem is that some idiot would vote 50x on proxies for maps that everyone hates, so it might be difficult to make this work properly... probably only players who play for at least N minutes that day should be allowed to vote....
  • 0

Sun Wolf :star3: :goldtank: :heroic: :rusty: :dot: :silvercup: :wc:
SW Offline


User avatar
DoT (x20)
 
Posts: 3241
Joined: Sun Jan 28, 2007 11:35 pm
Location: Alberta, Canada
Reputation: 461
Top


Re: Map Rotation: The Vote Menu

Postby DemonicTank » Sun Nov 17, 2013 7:20 am

what about every 3 rotations then users will have the ability to vote, Say the first is apps then 2nd is desert then the 3rd will be Iceland, Then after those maps been rotated by game management then let the players users vote for the next map. Even if someone uses a proxies is not like they can vote each time to get the map they want because after then users voted and that map is rotated it will go back to game management to rotate it.

I think savians idea is worth a test out for a couple of weeks.
  • 0

Image
Signature By -Kirby-
Anything Xbox related is my specialty any questions just ask me!
DemonicTank Offline


User avatar
Supporting BFU Member
Supporting BFU Member
 
Posts: 595
Joined: Fri Feb 29, 2008 1:57 pm
Location: Akron Ohio
Reputation: 34
  • YIM
Top


Re: Map Rotation: The Vote Menu

Postby wardizzle » Sun Nov 17, 2013 3:54 pm

SW wrote:The other problem is that some idiot would vote 50x on proxies for maps that everyone hates, so it might be difficult to make this work properly... probably only players who play for at least N minutes that day should be allowed to vote....


What about incorporating this vote to a random-variable driven map selection process?

See below for the same thing I posted like 6 months ago.

The idea is you give the most popular map in the vote a weighted probability (speaking ONLY about the day in question right now, not overall yet) within the overarching system such that it becomes more likely to be picked but not guaranteed. Then, after a sample period, you make up the overall probabilities using a moving or weighted average of votes. That way you can leave a mechanism in place to reflect the wants of the players without it being affected by just one moron using 50 proxies to vote for a map.

Does this make sense?

wardizzle wrote:1. No second map. This community operates cyclically with the school year. Start bringing in the high school and middle school crowd, and maybe. But seeing as we're all in college or new grads, you're a fool if you get excited over a few weeks of high activity and try to exploit it. See: uTanks debacle in December two years ago.
2. I can come to agree with most of you on the idea that shitty maps need to go. When I had patience and an actual desire to stay in the map forever I was OK with faking in Apps or Castles to get the fuel on land but I'm done with that. These days I might have 15 minutes to pop in after work and before bed and that's it. I don't want to do maintenance. I don't want to have to worry about whether the 3 blues in now were actually 7 blues 5 minutes ago and find myself driving insuff for 2/3 of my play time.

What I propose is the following:

We have three different categories of maps: the ones everyone loves, the ones people groan at but don't really cry too much about, and the ones that get whining going non-stop. FYI, this does involve some basic 6th grade probability.

Now that 75% stopped reading, here's how I would break it down:

Category A: {Desert, Rocks and Swamps, The Pit, Elements, Orbital}
Category B: {The Nile, Levels, Crazy Waters, Foundry, Crazy Maze}
Category C: {Iceland, Deep Six, Castles, Appaloosa Land, Aquarium, Atlantis}

Pr(A)= 0.65
Pr(B)= 0.3
Pr(C)= 0.05

Also, Pr(A|A)= 0.65.

So you incorporate that into a random number generator with just those three different outputs. Once you've generated A, B, or C, you move on to another random number generator such that Pr(Desert|A)=0.30, Pr(Rocks|A)=0.25, Pr(The Pit|A)=0.25, Pr(Elements|A)=0.10, and Pr(Orbital|A)= 0.10.

Combine something like that with shorter rotation schedules (i.e. 12 hours instead of 24) and I think you have a solid setup providing good playability and variety in map styles to keep things fresh.

In short, you would have a set up that would result in a passable map being up over two continuous map rotations 90.25% of the time and 85.7% of the time over three continuous map rotations.

Needless to say these are all arbitrary numbers but I think it would work.

Anyone need translating or did we all keep up?
  • 0

Image
wardizzle Offline

Supporting BFU Member
Supporting BFU Member
 
Posts: 6348
Joined: Wed Feb 14, 2007 10:32 pm
Reputation: 279
Top


Re: Map Rotation: The Vote Menu

Postby delivery » Sun Nov 17, 2013 4:02 pm

One vote per ccid over 5 hours of time played.
  • 0

delivery Offline

captain
 
Posts: 525
Joined: Mon Apr 02, 2012 12:30 pm
Reputation: 57
Top



Post a reply
13 posts • Page 1 of 1

Return to Ideas/Suggestions

Who is online

Users browsing this forum: No registered users and 1 guest


  • Board index
  • The team • Delete all board cookies • All times are UTC - 6 hours [ DST ]
Powered by phpBB® Forum Software © phpBB Group | ExtremeDark Red Style by Vinny - Based on GHS style