in RTS, Strategy

ZeroK: Zero-K v1.9.6.5 – Handicap and Matchmaking Experiment

From ZeroK: link to original post

Income multipliers can now be set for each team under Options to serve as a form of handicap. This is a commonly requested feature for coop games, but to take it a step further we're trying it out in a new matchmaking queue.

The '1v1' queue now generates even matches up to a certain skill gap, beyond which it creates unranked games with an income boost for the lower-ranked side. To stick to even games use the new '1v1 Narrow' queue, and for the best queue times use both at once. The '1v1' queue allows a slightly wider skill gap than the previous queue, while '1v1 Narrow' allows a slightly narrower gap.

Handicap and Matchmaking


  • Per-team income multipliers can now be set under Options -> Multipliers in battle lobbies.
  • Added a '1v1 Narrow' matchmaking queue that creates more evenly matched battles than the previous system.
  • The '1v1' matchmaking queue can create either handicap or non-handicap games. If a match would qualify for '1v1 Narrow' then a normal match is played, otherwise the match does not affect ratings and the lower skilled player receives a small income boost.

Behaviour


  • Added anti-structure overkill prevention for Lance, Lucifer, Ravager, Crab and Cyclops.
  • Reef and Shogun try to stay at max range against all targets.

Other Tweaks


  • Added NW vs. SE startboxes for Archsimkats Valley.
  • Calayo is back to just being NW vs. SE.
  • Tweaked metal spots on Battle for Planet XIV and DeltaSiege Island 8 Way.
  • Tweaked the sun and water parameters for a few maps.
  • Tweaked welcome text.
  • Better support for modding a few things related to the economy (fewer files to override).