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| Flagging in CZ |
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Posted by: GC6 - 02-27-2014, 07:47 PM - Forum: Chaos Discussion
- Replies (23)
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Specific to this game type :
I think the Green rewards for a win are way to high across the board.
I think that we've removed a very important balance to this game type - in that ships on the
winning team are not reset after a win. This in turn makes the game self sustaining and self perpetuating.
And allows active flaggers to basically avoid the rest of the zone for the most part while remaining highly powerful.
It's odd that we stop 'green sharing' at 100bty for 'normal CZ game play' but if you're on a freq with a flagger, and never touch a flag, or help kill a flagger, or even see the flagger on your freq while they flag - you get a rediculous reward too.
...meanwhile, everone that doesn't flag is left with the wonky nature of greening and ship cycles on spawn... flags are EASY to find, and what they reward, absolute. No guessing 'will that be the rep I so desparately need' - it'll be a rep, and 2 more reps, and damn near 3 of everything else...even for low flag point wins.
And the answer here cannot be "then flag" , because then, we're a "flagging zone" - and that undoes all the work to shoehorn flagging into CZ as a "play style" like it's NOT its 'own game type with its own inherant play styles'.
I don't even think we use the right type of flag game in here... we should have a game with periodic rewards, that rewards flag points only based on how long you can hold a flag while getting the needed kill stats to keep your timer refreshed and otherwise being part of the active play in the zone.
Right now, our game encourages avoiding 98% of Chaos, and rewards well for doing so..
...there are a lot of things we can do is basically what I'm saying... I don't think the flag game We currently employ serves the goals of Chaos very well to put it bluntly.
I think we can do better.
What about You?
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| league |
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Posted by: SK+ - 02-21-2014, 04:25 PM - Forum: Pro League Discussion
- No Replies
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While we are done with 4vs4, can we have dueling league? 2vs2 league? any?
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| 4v4 Challenge League idea |
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Posted by: gold teeth - 02-17-2014, 09:20 PM - Forum: Pro League Discussion
- Replies (3)
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Hi,
After a bunch of talk about how to make the existing league better in chat and on the forum I decided to propose this as another approach. I will try to lay out the argument for why I believe this will be a good idea and how I see it working. Open to any suggestions, other than telling me the idea won't ever work. Other people were mentioning draft league as well so maybe someone can write something up on that.
Basic ideas:
Runs in parallel to the uber elite Premier League 4v4.
** Don't detract from the importance of the long season historical super competitive Sunday league.
** Right now there are many pracs every day, this gives a way to have a "meaningful" competitive match outside of the prac system or sunday only system. Perhaps encourages people to stack less in pracs? Doubtful but who knows.
* Rankings based on ERAT only.
** The idea will be to make the best teams play each other more often for higher ERAT payoff. Or they can grind up defeating beastfu over and over.
** Might need to place a weekly limit on number of times Team A and Team B can face each other.
** Need ERAT decay for inactivity in the top ranked teams to promote activity. This is similar to how League of Legends handles the top ranked player ratings.
* Fully automated challenge system. Team A and Team B agree to play, becomes a ranked match up.
** Fluid schedule, drive activity throughout the week in anticipation of the top dog Premier League 4v4 matchups on Sunday.
* 8 man rosters. No roster lock. Some arbitrary time to sit between switching teams ( 1 week? )
** Apparently some of the trench wars leagues use this, but I think with a shorter team switch duration (48hrs).
** Help drive team fluidity instead of hopefully always playing with same people.
** Not locked into a team for 16 weeks or however long a season lasts.
** Hopefully makes it easier for smaller teams since the matches aren't on a fixed schedule.
** Inactive players can be dropped and rejoin so there isn't a need for larger rosters.
** Teams/Players with limited time can still play competitively and not create noshows, 3v4s etc.
Some other potential ideas that I haven't thought about as much:
* Allowed One Non Team Sub - Maybe some vets can help some lesser teams?
* Does there need to be some kind of reset / playoffs? Or should it just be perpetual?
* Could this be a place to trial minor setting tweaks to see how they might work in premier league?
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| its time to change the safezone timer. |
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Posted by: Axe Demento - 02-13-2014, 02:40 PM - Forum: Chaos Discussion
- Replies (9)
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Yes i have thought about it... 9 hours was not long enough for those who worked 12 hour days. So the 13 hour was brought in for them. Now i realize some people who are entrepreneurs or doctors or nurses may have to work longer then the 12 hour period and have more then a 1 hour commute so in order to help these fine souls out.
It is time to move to the 24 hour model. That way as long as you make it home within a 24hour period you will still have your ship!
24 hour safezone. Game friends don't let game friends recyle quit or lose a ship!
...Axe
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