So, the issue I have with bad matches is that typically everyone on one side deserts. From my experience, BR V has it the worst. This isn’t fun for either side. This typically happens when one side isn’t able to contribute to the push/pull of progressing a match.
Signs that people are going to desert:
- You place a rally, it gets destroyed immediately. Cause: Enemy hasn’t been pushed back at all and now is camping at the edge of the grey zone.
- You spawn a tank, it gets destroyed immediately. Cause: High BR this is easy to do with AT weapons and plenty of time to get the placement advantage for tanks and planes.
- You spawn a plane, you get shot down immediately. Cause: Enemy planes are already dominating the skies and ground troops had plenty of free players to sit on AA guns.
- An objective was taken too quickly. Least likely out of the reasons, but seen it enough to mention it. Although, did happen back in the day way more when WP grenades and rifle grenades weren’t nerfed. That crap was grody.
As for conquest:
Conquest doesn’t have the problem of matches going on for too long as tickets drain quicker when one side is getting shut out, so deserting is typically what only people who hate conquest do. I find such matches a much needed breather from the longer ones.
Now for the band aid proposal to at least make a match worth sticking around for. Defenders get to be buffed or nerfed depending on how the match is progressing.
Nerf: Per X tickets the attacker is down from Y, the defenders respawn timer increases by 1 second.
X I suggest to be 20 for now and Y represents the expected average match progression which should be based on constant values such as ticket gain and match ticket values.
Example calculations:
X=10 ticket losses,
(I don’t know the exact numbers)
First objective Y=1000 (the max number of tickets)
Second objective Y=800 (given that 200 tickets are gained from completing the first objective and that 400 tickets are the expected loss for attackers)
Third objective Y=600
Fourth objective Y=400
Fifth objective Y=200
Sixth objective?
Y=((Max ticket value)-(Ticket gain)*(Objectives number-1))
1000 200 1 through 5
Additional defender respawn delay time in seconds = (Y-(Tickets left))/X
I know not of a way to buff or nerf either side if the attacker is doing too well that would improve a matches quality, so here is my best guess:
If an attacker is taking objectives too quickly leading to them having a higher ticket value than Y, simply don’t move the grey zone for an extra 20 seconds and keep the spawn on the objective active for that much longer to give the defenders a chance to defend.
Either that, or have two additional spawns that are closer to the objective that are active for a set amount of time to allow the defenders to get into position.
Lore reason for this can be:
If a defender is doing well, why send so much reinforcements?
If a defender is doing bad, why wouldn’t there already be reinforcements on their way?
Thanks for reading.