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Elimination Ideas

Started by Knirt [3033570] on in General Discussion.

44 replies · 835 views · thread synced · 3 days ago · View on torn.com
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Knirt [3033570]

This year is more fun than last year for me.  I understand more this time and our team has a good vibe to it overall. 

 

Like many things in Torn there is a lot more nuance to it than one might see at a glance.   That said, it's fairly clear when a team is doomed.   With few exceptions once your team is the focus there's only so much you can do.  To survive or not rests on command decisions by leadership of various teams as well as the proper execution by its members. 

 

My ideas won't change this.  Torn has a long history of politics.   Many wish it didn't result in such stagnation in several areas of the game but removing it would be nearly impossible even if the devs thought it was a good idea.   A large community inevitably forms clicks and factions.

 

I do have a couple ideas that might make the event more interesting and engaging.   More  inviting to players beyond a couple merits and perhaps more fun in general. 

 

 

First idea is a team chain of sorts. 

 

Not like the faction chains but something to both encourage teams to grow and enemies to break.  The numbers likely need tweaking and testing.  My numbers here are likely not good.

 

Chaining:

 

Each team can chain.  This is done by defeating players of other teams.   Each win adds 15 seconds to their teams chain.  Each defeat removes 5 seconds from the chain.  A loss neither adds or removes time.

 

Every victory adds 1 to the count of the chain.  Every second defeat removes 1 from the chain.  Every time a team loses life the chain loses 500.

 

When the chain reaches 10,000 the team receives a 5 E reduction in energy needed to attack.   The chain caps at 15,000.

 

 

The Underdog and Surpremacy system is primarily to make alliances more tenuous and unstable.   Giving an advantage to both ends of the ticket scoring.  It won't save the doomed or secure a win but add to the need to continue activity as gaps widen.

 

Underdog & Surpremacy:

 

When a team has 25% more tickets than the second highest team they achieve supremacy.   This reduces the hospital time of targets defeated and left by 30%.  It also reduces Energy needed to attack by 5 E.

 

When a team has a ticket total less than the median of all other remaining teams by more than 30% they achieve Underdog 1.  This reduces E needed to attack by 5.  Medical items used are 15% more effective and add 25% less to their medical cool down. 

 

When a team has a ticket total less than 50% of the median of other remaining teams they achieve Underdog 2.  Energy used to attack is reduced by 10.  Medical items effectiveness is increased 30% and uses 50% less medical cool down.

 

A team can only have one level of Underdog at a time.

 

 

Loot:

 

This is not intended to fully supply a player to the point they could min max their cool downs or receive more items than they could use.  The developers don't seem to desire this event to be profitable.  It could use some encouragement to promote participation and engagement by reducing the burden of trying hard.   

 

Each successful attack has a chance to receive a reward in 4 categories. 

 

Drugs.    1 in 10 chance to receive either a Xanax or Vicodin.  Yes, I'm sure everyone needs more vicodin...but honestly you know the devs would like this. 

 

Temporary Items.  1 in 25 chance to receive a temporary item.   Grenades, HEG, smoke, tear gas, pepper etc.  Also with a slightly lower chance to receive a needle and a rare chance to receive a SED.   Yes SED is not a temp.

 

Cans.   1 in 50 chance to receive a energy can of random quality 20, 25, or 30 E.

 

FHC.   1 in 100 chance to receive a FHC.

 

I would like an item that reduces medical cool down to drop.  Perhaps at a high enough rate that people could stockpile them and create another item coveted by players .  This item would be very desirable and likely become a reason for many to participate and try hard.  But there is no such item in the game that reduces a cool down so I doubt it would be created.  It would lower medical cool down but add to booster cool down.   I would make the chance for such an item dropping 1 in 5.

 

I would like to see the chance to receive loot from each category in every attack.   So that one could potentially get more than 1 item.  The drop rates are likely not good and need balance but the concept is there.

 

 

 

These ideas are primarily to encourage discussion on ways to make Elimination more engaging and add more strategic diversity into it.  The potential stacking of energy reduction for combat and added weight to ticket totals would make alliances more tenuous.  Also with the Underdog mechanics a team still couldn't fight off too many teams at once but could definitely complicate what is as now just a matter of time without much hope for the chosen sacrifice. 

 

I don't pretend that these ideas are without flaw or properly balanced.   I look forward to comments and other ideas from the community.

Asemov [2270413]

Force players to play a game of chess against a moderately difficult AI before they can enroll in Eliminations.

Penetration [2340613]

Already dropped popular Elim mechanic changes and Ched acknowledged them then didn't include them in the Elim update. 

 

I expect this is our final iteration for some time.

MeanMike [1884314]

Orrrr.....

 

We could give team Capts the option to mute disruptive players in team chat like Ive been begging for, for years now

Simik13l [3193350]

Not every team gets disruptive players but definitely last year when I was in elims I quit because the disruption made it impossible to coordinate with the Captains. So I second this as a second year participant.

 

I know that every team typically gets a staff member too, but to have the captains be able to have power like assigning elimination chat moderators with stipulations attached to the power such as having no negative marks on your account.

fsh [2565962]

We have the technology for democracy (captain votes) now.

 

Give us a daily ostracism vote where the winner gets kicked from the team.

yanchoy [2625349]

1. Add a debuff to 0 hitters, when they dont attack X times during Y period then they get kicked out of their team

2, Add comeback mechanics, like maybe team skills that can be gained through something (e.g. gathering specific items abroad, converting huge amount of trash items). Or, a random person (hero) in the team that if they perform a series of tasks/crimes then they get some superpowers.
    Skill ideas: (from okayish to ridiculous)
    Earn a life
    Block life loss
    Swap lives/tickets
    Resurrect a dead team to fight with you, they then get the same place as you (??)

Obviously some (or all) of these skills are absurd lol, but some comeback mechanic would be nice especially for a team that would end up being targeted by the rest

L4suicide [15699]

team captains have to select a target team where by they take double tickets and lose double tickets.


will make it way more intense 

Mortify [3985228]

It would have to come with some sort of limitation though, so team captains couldn't just get rid of any critisism, constructive or otherwise. But some way of just getting rid of the obvious trolls would definitely help make the team chat the hype channel it could be.

leafydragon [4318296]

So let me get this straight - 25,000 people join Elims but the outcome is ultimately at the whim of a handful of people. That sucks. If I'd wanted my life dictated by a bunch of unelected elites I'd... Well... You know... 😉

 

#ConspiracyTheorists4Life 🫡

Chris [2685588]

I've said this before, Elim isn't competitive at all. Teams getting teamed on, have no chance to do anything but to stare and say their goodbyes to each other hours in advance. Its a leadership war only which... is lame considering thousands of players sign up to play this. 

 

It would greatly help if there was some mechanic in place for the team(s) being heavily teamed out. This will give them more of a fighting chance or give some hope (aslong as they are very very active). Other teams may decide to team on another team temporily (even that is more entertaining). 

 

Could be that it takes 2 or 3 kills before that team loses a ticket etc. 

 

Could be that if that heavy losing team makes 1 kill- it can bring in 2-3 tickets. 

 

Maybe unlocking these benefits (when you are in last position) means a certain % of the team have to make an attack in within a set time (like an hour) and it will visibly show the team when the benefit has been unlocked.  

 

Maybe scrap tickets altogether meaning that any team is vunerable every 15 mins... more chance that activity can actually make a massive impact. 

 

 

Beelzebubble [2875396]

I have been on the receiving end this year, being in IO. We were very active and tried our best, but there is nothing you can do when the rest of the group teams up against you.

One of the things that I was thinking about is to make the groups 'anonymous'. You can only see whether a player is participating and whether he is in your group, but there are no indications of who is in the other groups. That way, politics will become much less of an issue, especially in the beginning when there are still 10 to 12 groups around. You can attack from a list of players that are participating and 'in the other groups'.

I realise that by using spies you would be able to find out who is in respective groups, but it would be a lot harder to control focussed attacks on just one group, so the whole alliances thing would have less effect.
Yes, I realise that this is one of the 'things' about Elimination, but it is only fun for the happy few who are actually participating in the politics. 98% of the minions are just grinding and following orders with a chance of being whiped of anyway.

Making groups anonymous would reduce the effect of teaming up against one team, and making the whole competition a bit more fair.

 

BB

zuni [2313936] Wiki Contributor

I thought about changes and I came up with the idea of a new ticketing system .

Every 3 hours, each team is randomly assigned another Elims team as its designated target for that window.

Attacks against players on your designated target team earn bonus tickets based on the result:


Leave / Mug: 2 tickets

Hospitalize: 3 tickets

Attacks against any other team still earn the normal 1 ticket

After three hours, the target rotates and your team receives a new randomly selected opponent.

Prevent system assigning same team twice until all teams fully cycle.

 

 

This adds an RNG element to Elims without completely removing diplomacy or alliances. Teams can still work together, but they can't necessarily predict who they'll be encouraged to attack next. You could end up being assigned an ally, a neutral team, or an enemy. 

Beelzebubble [2875396]

ANother possibilty would be to get rid of the tickets and have a hit counter.

Multiple possibilities:

- Total hits made (you don't get punished for being attacked)

 

- Total hits with a penalty for inactive players (e.g. if a player is inactive for 8 hours, there is a penalty, for 10 hours, penalty increases etc..)

- Hits reset every 15 minutes and you start from 0 every time again.

Live system could remain as it is, every 15 minutes, the lowest team loses a life..

BB

checkmate [2156953]

While flawed in many ways, the ticketing system allows for teams to execute targeted strikes on specific opponents and other strategic maneuvering outside of just "go kill".  Removing that would simply be kneecapping the strategy and political aspect of the event - this dynamism is what makes it interesting year-in-year-out, apart from this year which has been a perfect demonstration of the biggest flaw this system carries. 

 

That being, it's users - the system isn't broken, the users are breaking it. It's plain to see that the biggest flaw of Elims is also the aspect that makes it the most interesting to observe when it's going well. Alliances and politics are inevitable in a 12-team fuck-fest like this, especially when every team has the power to individually suppress another. It's the repetitive leadership, lack of fresh faces and the dominance of the HoF Families in controlling narratives that's been causing the event to go stale. 

 

It's never about the team, it's always about someone's personal drama or hurt feelings; and it's not fair that 2,000 randoms have had their experience blown up on account of that. Prime example being Loose Cannons this year on account of Nightwing and MM's boylove novel or whatever the fuck is going on there. 

 

Solution wise... I'm not sure, since changing the scoring system would be highly likely to kill the strategic element of the event and ruin the chaos that SHOULD ensue. 

 

Stopping repeat captains would be a potential option, especially winning captains - it sank Zuni's team, sank Cheb's, Stretch last year, so on so forth. That said, repeat captaincy also offers interesting dynamics in revenge runs and "coming for the king" etc, so there's limitations there also. 

 

When it all comes down to it, I don't think that Eliminations as a game mode or the systems within it need "improvement", rather we as a playerbase need to wisen up and stop making the same mistakes in the way we play and run it. 

 

Hopefully the predictability and how generally uninteresting this year's event has been will encourage the playerbase next year to vote for captains who won't be setting them up to get victimised just with name value alone.

 

No shade at any previous winners or this year's captains, Zuni for example did the absolute best he could to take us all the way, but the powers that be decided to rig the system and target him because of history. Was it logical? Yes. Does it suck, since it set a precedent of Xv1 dogpiling for the rest of the event? Even more so.

 

Realistically, the system won't change so it's best that we change the way it operates from within. 

 

Checkmate.