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Author Topic: Disconnection issue policy  (Read 440 times)

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Offline Dream Trance

Disconnection issue policy
« on: August 25, 2018, 05:14 PM »
If the match disconnects for whatever reason at any point the following rules will be in effect:

Score policy
------------

The score from completed rounds will be valid as well as the performance points for multikills from a round that disconnected even if in repeated round there will be no multikills. This is because we don't want to rob anyone of something he achieved already in original attempt.

If there were no multikill combos and there was no possibility to get anymore at the moment of disconnection the points will not be applied in repeated round even if there are any combos performed in this attempt. This is because it would be unfair being awarded for something that wouldn't be possible in original attempt.

example:

- Player A has 3 worms left and a round disconnects,
- Player B did not perform any multikill combos so far and cannot perform them anymore in current round, but in repeated round Player B performs one,
- Player B is not receiving any points for that for logical reasons (he wouldn't have a chance to get these points originally).

Any performance points gained in disconnected round shall not be higher than the ones that could've been achieved at the moment of a drop.

example:

- Player A had 5 worms at the moment of disconnection,
- Player B had 3 worms at the moment of disconnection,
- Player B wins repeated round with 5 worms, but he's receiving just 3 points for survivors because he couldn't have won it with more than 3 (a maximum possible amount from original attempt is awarded in this case).

- 100 crates as well as quickwin awards will not be applied for disconnected round repetition for obvious reasons as original disconnected round could have been longer (or was already longer) and the other player could cancel 100 crates award by also collecting this amount.


Weapon values points policy
---------------------------

Main host (me) checks the replay file at the exact point where it disconnected and counts all "weapon values points" for each player using the table below. Transparent weapon panel included in the scheme may help tracking the exact amounts of each weapon / utility that each player had at the moment of disconnection.

The player who disconnects must automatically skip one first turn in the repeated match. If the host disconnects, no one gets this default skip.

What is more - turn skips must be performed by the player who has "weapon values points" disadvantage according to the pattern below:

If there is a 0-19 points difference between the players, no skip is being granted.
If there is a 20-59 points difference between the players, the player who has less points must skip his 1st turn directly without taking any action.
If there is a 60-99 points difference between the players, the player who has less points must skip his 1st and 2nd turn directly without taking any action.
If there is a 100 or more points difference between the players, the player who has less points must skip his 1st, 2nd and 3rd turn directly without taking any action.

If it happens that both players has to skip, the difference of skips required is counted and only the player who has to skip skips.

example of this situation: Player A disconnects and has to automatically skip as a penalty for being the one who disconnected, Player A also had weapons/utilities advantage when it disconnected so Player B has to skip first 2 turns. In practise Player B will be the only one who will be skipping 1 turn (B2-A1=B1).

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As long as certain player has to skip, it is forbidden to inflict any damage to that player, blocking any worm of that player or placing any turrets on a landscape. You may modify land and use anything to collect though as long as the skipping player gets no damage.

If you happen to violate this rule and damage your opponent during that time, you directly have to skip the current and following turn. The skipping player will still skip the amount of turns he is obliged to skip.

--

Apart from just power advantage also worms advantage, but only by the player who DIDN'T disconnect, qualify for additional skips.

1 skip for 4 or 5  worms advantage
2 skips for 6 or 7 worms advantage


--

A player who doesn't have to skip has the right to allow the player who has to skip to play on without skipping, this decision results in 1 fair-play performance point for each skip that had to be performed.

The decision must be made either directly after the disconnection or once the points advantage as well as overall skip amount are announced.


WEAPON VALUES POINTS TABLE
--------------------------

Below there is a list of every px weapon from a scheme sorted alphabetically along with corresponding value that matters for calculations after disconnection

PX utilities and weapons
------------------------

15 seconds      3
Double Jump      6

Auto-ballista      2
Barrel Launcher      2
Battering Ram      4
Bowling Ball      2
Bowling Ball Strike   3
Buffalo of Lies      4
Burning Sheep Launcher   4
Cloud Buster      3
Cluster Frag      3
Cluster Turret      2
Darkside Killer      4
Electromagnet      3
Fire Jump      3
Gravedigger Strike   6
Hang-Glider      3
Health Zone      2
Heavy Hitters      4
Hotchkiss      5
Magic Slammer Strike   2
Mine Launcher      3
Mine Turret      4
Multi-Bolt      2
Multi-Bolt Strike   3
Ninja Star      1
Petrol Rocket      3
Petrol Turret      5
Sentry Gun      4
Sentry Laser      3
S.M.A.R.T.E.R Bomb   3
Splashfire      4
Spot Hider      1 per 3 units (always approximate to the higher full point)
Staff         1
Super Crazy Chicken   6
Super Gravedigger   6
Super Ion Bomb      5
Super Queen Bee      6
Tele Arrow      6
Windy Nade      2

Classic utilities and weapons
-----------------------------

Fast Walk      1
Invisibility      4
Low Gravity      6

Battle Axe      4
Blow Torch      3
Cluster Bomb      2
Dragon Ball      3
Flame Thrower      4
Girder         3
Longbow         4
Mad Cow         4
Magic Bullet      6
MB Bomb         4
Mine Strike      4
Mole Bomb      3
Old Woman      4
Parachute      3
Petrol Bomb      3
Pneumatic Drill      3
Select Worm      5
Shotgun         3
Skunk         2
« Last Edit: August 25, 2018, 05:28 PM by Dream Trance »