KingsRight

11-14-2010, 03:22 PM

It's a good idea that HoN splits stats of a player's hero when they leave the game to give to the existing player's heros, but even with this it doesn't seem strong enough to keep up with all of the outnumbering spells of the other team...

so, it might be worth considering giving existing players a cooldown redux equal to a % per player missing if the other team has more than your team.. so it would be the difference. Example: 5v2 the difference is 3

My guess is that if we figure 100% is equal to 5 players on a team, meaning that all 5 players will have normal cooldowns.. so if we chop this up by 20% per player missing.. that's 20% x 5 = 100%

so if one player leaves, 4 remaining players cooldowns should now be 100% - 20% = 80%.

This would mean that if any of these 4 players had a spell that was 100 second cooldown it would now be 80 seconds to allow them to cast more frequently to keep up with the other team having more people.

And if the other team loses a man and it's now 4v4 then both teams spells are back at 100% since there is no difference of players missing.

and if it was 5v1 then the guy that is sticking it out would have 20% cooldowns so that his 100 sec spell (example) would only be 20 seconds so he can spam a lot to keep up with other team.

In the end the 5 man team is still likely to overpower that one guy but it still gives him more of a chance to actually turn something around if he got lucky. Plus it would make the game more interesting.

so, it might be worth considering giving existing players a cooldown redux equal to a % per player missing if the other team has more than your team.. so it would be the difference. Example: 5v2 the difference is 3

My guess is that if we figure 100% is equal to 5 players on a team, meaning that all 5 players will have normal cooldowns.. so if we chop this up by 20% per player missing.. that's 20% x 5 = 100%

so if one player leaves, 4 remaining players cooldowns should now be 100% - 20% = 80%.

This would mean that if any of these 4 players had a spell that was 100 second cooldown it would now be 80 seconds to allow them to cast more frequently to keep up with the other team having more people.

And if the other team loses a man and it's now 4v4 then both teams spells are back at 100% since there is no difference of players missing.

and if it was 5v1 then the guy that is sticking it out would have 20% cooldowns so that his 100 sec spell (example) would only be 20 seconds so he can spam a lot to keep up with other team.

In the end the 5 man team is still likely to overpower that one guy but it still gives him more of a chance to actually turn something around if he got lucky. Plus it would make the game more interesting.