Let me address your points in reverse order.nightmorph wrote:To the admins of SV:
Please implement team balancing, so that when a team is down two or more players, someone can just type "teams" to get the requisite amount of players transferred to the outnumbered side.
I've been seeing quite a lot of matches on SV lately that involve one side being down two, three, or even more players. The opposing team is more concerned about being prickish winners than about playing a fair, fun game, so they don't switch.
Team auto-balancing works quite well on the Omni server; it's nigh indispensible when you run a 32-player ONS server.
Thanks for your time and consideration!
Your welcome (but unfortunately I can't do much).
I believe Omni runs UAdminmod, which has it's bugs. I believe it becomes particularly stupid when there are bots on the server (i.e. low human player count). Example: I was once playing on a server running UAdminMod and all of the human players on my team left throughout the first round (they were replaced with bots not with any of the 5 or 6 humans on the other team). At the start of the 2nd round UAdminMod switched me from the 1 only human team to the 5 or 6 human team. There have been many other times in my experience when UAdminMod has switched incorrectly and/or failed to switch. This may, of course, have been due to fubared settings on the admins part, or perhaps there is a more recent version which has addressed some of this, but in my experience when UAdminMod fails it is actually worse than having no balancing at all (e.g. it actually prevents players from manually balancing the teams by switching)
I agree about the many players who do not want to switch when the teams are unbalanced (this is sometimes understandable -- I don't expect people to switch in the last minute to a loosing team who's players are leaving precicely because they are loosing). Unfortunately the people who should switch (i.e. those who joined most recently and/or are at the bottom of the scoreboard) are typically the ones who are least likely to do so.
We do have team balancing implemented. I believe we run mutTeamBalance. But, I agree with you, it seems to work spottily at best (e.g. it often seems to only balance right at the beginning of a new round). That being said, perhaps some of the problems with our balancer could be corrected by adjusting the settings. So, when the right people read this (you know who you are) perhaps they could check the settings for this mod and make sure there is nothing misset and/or there are no other possible configurations that might not make it work a bit better.