Team voting system

Feb 12, 2007 15:37 Team voting system
this isn't really for wbn, but more for the game. Someone yesterday when i was playing pointed out that we where arguing over teams for 15 minutes, for a 5 minute games. I think that there should be some kind of team voting borg, brain, or inbuilt system put into winbolo for the next version.
Feb 12, 2007 22:39
Thats a good idea :D
Feb 13, 2007 01:28
People would fight just as much about what the computer picked as they do picking themselves; plus the computer can never know skill levels, even if inputted because they change so often.
Feb 13, 2007 01:29
Ideally, if a new version were to come out, something like a lobby (Warcraft, AoE, etc) would be where the players gathered and discussed teams and terms of play before ever loading the map. The IRC-like chat interface is a bit better to read and would help things move a bit faster.

That being said, the system you might be talking about would have to somehow rank users in the game, probably by querying WBN (easy enough to do). However, this would be impossible if users are trolling or just starting out with a new nickname.

On the other hand, if you were just looking for a system that takes users handles as an input and displays all the possible ways to split up teams, that can easily be done too. I imagine a dialog-box script in either mIRC or as a brain would work.
Feb 13, 2007 02:46
what i ment is that there would be a window, and people would give there suggestions into it. It doesn't change the game in any way. its just a guide to what would be most logical. Everyone gets an input, but you dont have to suggest, or vote. It shows poeple what could work.

heres a program that i quickly threw together to show you what i ment.

http://users.nexopia.com/uploads/1539/1539836/untitled.bmp
Feb 13, 2007 02:57
I would suggest bypassing wbn stats and using a previously calculated peer-review method to rank players. From there you could fairly estimate where a specific player's abilities would be if you had enough reviews or votes.

Also maybe a "inconsistent ability factor" to average things out for rusty vets and such.
Feb 13, 2007 03:58
Acro wrote:
the computer can never know skill levels, even if inputted.


The computer knows your skill level, Acro: Zero.

CF
Feb 13, 2007 05:48
jhood wrote:
I would suggest bypassing wbn stats and using a previously calculated peer-review method to rank players.

That probably would be best, but then you run into problems similar to other "self-moderating" sites such as Bash and YTMND: upvoters and downvoters. In order to combat that, you'd have to implement some sort of registered-user system as there's no way the "good" and "bad" votes would be averaged out due to the sheer number of votes.

Not only that but its a system that would have to be implemented in addition to what is already in place. And would require user action. The WBN ranking system doesn't. You play a game, the server reports it, WBN takes care of it. Then you still have to worry about trolls on generalized DNSs (*.aol.com, *.mi.comcast.net) and new players who still aren't sure of others. You'd probably need to create an "alias" list or table.

Not saying it's a bad idea, just saying it's implementation would be far from elegant and mostly redundant.

PS: Harl, hitting ALT-PRINTSCREEN at the same time will only copy the active window to the clipboard. Very useful when you don't want to spend time cropping out the rest of your desktop.
Feb 14, 2007 14:54
Cool_Fool wrote:
Acro wrote:
the computer can never know skill levels, even if inputted.


The computer knows your skill level, Acro: Zero.

CF


Yes, ZERO hath defeated me mwuaha.
Sep 05, 2007 08:13
A lobby system I think is the best idea. When a new game is started, and people join, have an interface that allows chat and team building. Have a way to see who has requested who. Once people are ready have a "im ready" option. Once this is done and it goes to the actual game, the game should be auto-locked but with the ability for someone to unlock. In another words, start out with each client in a locked position.

Extrapolating from this concept of a lobby, the lobby should show a small image of the map with spawn points numerically listed on the map. Players click on a number on the map to spawn from. This way we will no longer have to do "..................go" as teams will be made and positions set. When the game starts, you just play. The problem then becomes how do you deal with people who start at the same spawn point since you can easily have 8 people in a map with just say 4 or 6 spawn points. When a tank spawns where another tank is, if you are lucky, it just slides in beside you. If you are not lucky, your tank and the other tank dance around for 10 seconds until they seperate. So the solution is to make all maps have more spawn points or just play maps with enough spawn points to cover the number of players.