Declined [JB] Ban cell wars and add guard buffs. (1 Viewer)

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Skull

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As it currently stands, cell wars is there to reduce the amount of prisoners when there are too few guards to defend themselves from a large amount of prisoners. But this system has obvious flaws, your chance to survive depends on both map and which class you picked which makes it very unfair. For example, as a Scout or Spy, you usually won't be able to survive against other classes in your cell and be forced to wait for a new round. You shouldn't be able to be prevented from playing the game just because you picked a specific class and low number of guards which you may not notice before choosing your class.

On another hand, on maps like "jb_volcano", there are so many cells that people are usually alone in their own cell, doing cell wars would do nothing to help the guard team, on maps like "ba_jailfort" there are only 4 cells, which results in too few players to have a normal round. So this system sometimes fails on times on what it tries to achieve.

Bla bla bla same stuff mentioned in the other thread.

To solve this, I have made a plugin to give buffs to the guard team. Currently, this plugin will give guard team Disciplinary Action speed buff and Batallion's Backup damage resistence, not including the crit damage resistence to the guards at the start of the round. These buffs are only given when guard team's ratio to prisoner team is 1/5 or lower. This ratio value can be changed. The buffs given to guard team can also be changed to something more fitting, maybe a speed fire buff or something else(?), and they can also be restricted from being given to specific classes, such as Scouts not getting the speed buff or Heavys not getting the damage resistence.

Got a suggestion? Comment below... or else.
 
Wow.... This is actually a great idea! As long as it consistently works i think this is a great alternative to cell wars.
 
Cell wars is a good way to thin the amount of reds, but like you said, sometimes it does too much or too little.
i like the idea of guard buff, the only issue i have, is now the guards will have more power, it is still down to the skill of the guard to manage the reds.
they can still be backstabbed my a good spy or wrap assassin'd. So would it be worth maybe giveing the blus some passive healing? id say we allow them to keep the backstab potential but i think some healing would reduce the chances of death by projectiles
 
sounds good 👍
 

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I'm kinda torn because on one hand, cell wars as a red are NOT fun, but on the other, these buffs might not do much if the blue team is woefully stupid, and people already complain about crits.
I'm not gonna vote but I think it is an interesting idea.
 
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I feel like cell wars in a necessary evil, sometimes the blus aren't very good at all so even if they had massive buffs they'd still die. The only thing I'd maybe suggest is limiting cell wars to a ratio between reds and blus.
Also with the threat of cell wars being a thing people are more inclined to join the blu team, I often see people join the blu team when it only has 3 people to prevent cell wars from being a possibility, removing cell wars make this less likely to happen.
 
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So, basically give Blus superpowers and make it to where more Blus dont have to join because now they have crazy ass buffs? Sounds like a great idea! With the best of intentions! What could possibly go wrong!

I don't like this idea because... Blus are already overpowered as is. They have guaranteed crits, and if they just work together correctly they wont have a failround. Removing cell wars itself is a bad idea too, and I'll just quote Sunsob.
Also with the threat of cell wars being a thing people are more inclined to join the blu team, I often see people join the blu team when it only has 3 people to prevent cell wars from being a possibility, removing cell wars make this less likely to happen.
I've literally seen it go from 3 to 4 just to stop cell wars. Not to mention people ALREADY complain about crits, and now theyre faster and more resistant to attacks... Yikes.

Voting no on this one.
 
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Never been a big fan on adding stuff that takes away from the core vanilla JB gameplay tbh.
 
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Artificial balancing isn’t the right tool for this, what makes panda good is its commitment to simple jailbreak, no flashy plugins no wacky models.

When I think of the positive changes, I think of stuff that feel less hands on and gimmicky. More like amendments rather than radical changes.
 
does this plugin allow the warden to turn it off? i think the biggest advantage of cell wars was that it was completely optional, a team of 3 or fewer guards could challenge themselves and have fun managing a large red team. with this change i'm worried it could ruin this dynamic.

i'm also concerned if this will result in behavior where people are constantly asking others to leave blu so that they can be a super guard, may just lead to more unnecessary tension or abuse of the plugin.

overall i just think this is a solution looking for a problem, cell wars really isn't that bad.
 
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Sorry but If I remember right, during the playtests for this nobody cared for the balancing. It added increased buffs that will easily allow good blues to steamroll red team even more. Not only can they crit, but increased movement? Scout alone is already too good on blue. This seems like an unnecessary change completely because people are impatient about cell wars.
 
Originally my vote was a yes but after listening to feedback I changed it to no. It's unnecessary to add some sort of, buff to blue team on low count. I'm under the impression that regardless of whether one succeeds or fails with Cell Wars, it wouldn't really matter in the grand scheme of things. People 9 times out of 10 always join blue to prevent cells wars from happening after it's been done previously. Not to mention if a warden fails even after Cell Wars is done or not, then who's fault really, is it?
 
I feel like cell wars in a necessary evil, sometimes the blus aren't very good at all so even if they had massive buffs they'd still die. The only thing I'd maybe suggest is limiting cell wars to a ratio between reds and blus.
Also with the threat of cell wars being a thing people are more inclined to join the blu team, I often see people join the blu team when it only has 3 people to prevent cell wars from being a possibility, removing cell wars make this less likely to happen.

I very much agree with cell wars being a "necessary evil." A great part about jailbreak is overcoming a nazi warden or a rulebreaker. Even though I don't like when a warden does cell wars weather it was justified or not, I do love the social calculating involved in determining if I should switch to a cell wars class based on how fed up I think the blu team is, if the guy I KNOW would do cell wars has forces left, or if I think I can convince my cellmates to not fight so we can jump the guard that checks our cell.
 
A great part about jailbreak is overcoming a nazi warden or a rulebreaker. Even though I don't like when a warden does cell wars weather it was justified or not, I do love the social calculating involved in determining if I should switch to a cell wars class based on how fed up I think the blu team is, if the guy I KNOW would do cell wars has forces left, or if I think I can convince my cellmates to not fight so we can jump the guard that checks our cell.
Thats actually a really interesting concept and its something i havent thought of before. This actually changes my vote entirely.
 
i read over some responses and thought a little more and harder about this and i realised that there is already a buff inplace for blues (crits, duh)
the reason the blues fail on a 1/5 ratio, is i think, skill issued and have generally bad map knowledge, therefore bad placement. You see, this is why they die even after cell wars. most times, these blues position themselves somewhere so easy for a red to rebel that its a no brainer to go for it, also, this same group of blues move in horrendously predictable moving patterns- this making it easy for a rebel to predict how they respond to being attacked- causing inevitable death
why should we appeal to this one group of people when theres already blue team members who have good gamesense and experience on the maps?
buffs will just make the game twice as unfair as it already could be.
Cell wars being banned ,is quite stupid, because

A; free kills
B; easier for blues (i dont like it but im inclined to say it)
C; more minigame options, eg, battle boats, prop hunt, jetpack minigame
D; it would feel unusual without it

tldr ; we dont need buffs because they only help a small part of blu team and cell wars shouldnt be banned
 
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Definitely an interesting idea, and a creative resolution for low population blu teams.
I lean towards no due to the reasoning that others have stated, which that it leans away from the more vanilla-ness of Panda.
Cellwars is flawed in many ways, but I feel this is too far in the opposite direction.
 
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