proposal to address the problem of early connection losses in TMM
-
Hello everyone. I was prompted to raise this issue by a situation I had recently. Surely each of you has had at least one such situation, that in a team game in matchmaker mode, a situation occurred in which at a very early stage of the game one of the players in the team lost the connection. Unfortunately, very often the causes of this problem are unknown because it also occurs when the players still have a very good connection to the internet but nevertheless lose the connection to the FAF servers. The issue I am getting at is the problem of awarding points after such a match. Namely, I mean such situations as not clicking the draw button by one of the players from a complete team in order to easily win in an unequal match. Unfortunately, the current system allows such behavior, which I think we will all unanimously consider unsportsmanlike. I think it's very unfair when after a hard and long hour of fighting you win and earn fair points for the ranking, only to lose all this effort in such a frustrating and unfair way. Of course, the fact that TMM uses the fullshare option is very good in this situation, but the problem is that it does not help unfortunately if you lose an ally at a very early stage of the game. I would say that the first 5-10 minutes are crucial here, when you are building up your base. I consider the first 5 minutes to be the absolutely critical period - this period cannot be compensated by the fullshare option because in principle, by that time the ally we lost had not yet managed to build anything that taking over could be an adequate compensation for the loss of the ACU. So I think this is a very important problem that requires attention and potential solutions that could eliminate the inequalities resulting from it in the future. My suggestion is the following solutions:
-
If an ally is lost due to a loss of connection to the server within the first 5 minutes, the match should automatically be unranked. In turn, a preventive measure against the possibility of manipulating the rating resulting from deliberate disconnection to avoid opponents could be simply the possibility of receiving a ban for causing such a situation multiple times in a row.
-
The second idea I picked up from Nomander is simply the potential to share the ACU with a second player on the team as an improvement to fullshare mode in case of a situation like the one I mentioned above
To sum up, this is definitely a sore point that is worth taking a closer look at. I'm very curious about your thoughts and I'm waiting for your suggestions. Maybe you will come up with something even better.
-