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Sunday Community Skirmish #1 (signups for Sunday 11th May)

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Mattisamo:

--- Quote from: Tropo on May 05, 2014, 09:42:45 pm ---sarcilege might not be able to make it this week but will try would rather later then earlyer as that is 6 in the morning

15 min match times seem way to quik having a look over some casted events in the passed the avg match time seems to be 20 to 40 mins

--- End quote ---

Hence the added 5min/kill.

redria:
Games could run as long as 55 minutes each (15 + 8*5). That should allow plenty of time as long as somebody is getting kills. Interesting timing decision. Should make for a good one-day-tournament rule.

Velvet:
Sorry if the wording about the timer wasn't very clear. 15 mins is only the "base" at which the timer starts. The idea is that if absolutely nothing is happening in a match, the sooner it ends the better. However as Redria says, so long as people are scoring the occasional kill even a very slow match is allowed for under these rules.

Hillerton [PC]:
I'm affraid Rydrs will not be able to make it this Sunday, Sundays are generally a bit iffy for our team atm but we will try to participate later on and like the idea (we really missed the rumble).


--- Quote from: Velvet on May 05, 2014, 02:43:51 pm ---
here's a question for everyone:
Should any rule, eg. a predetermined "picking order" (one team has to finalise their loadout before the other) be implemented to shorten lobby times and avoid "standoffs" where teams scramble around trying to counter each other's counter builds?

--- End quote ---

I just want to point out that a time limit or some thing like that might be a bit more fair to both teams. Counter picking can play a big part in wining and forcing one team to pick ships without knowing what the other team will bring and then allowing the other team to pick after will give a huge advantage to the second team I feel. Say you where up against Rydrs and you pick first, then you take something to counter our Pyramidion due (or most commonly used ships) but then we are free to pick something completely different to counter your counter. Or even worse that you are up against a team that don't always fly the same ship then what do you pick in order to have a good game?
Maybe something like a 1 minute time limit from that all pilots join could work in order not to drag it out?

Velvet:
[quoteI just want to point out that a time limit or some thing like that might be a bit more fair to both teams. Counter picking can play a big part in wining and forcing one team to pick ships without knowing what the other team will bring and then allowing the other team to pick after will give a huge advantage to the second team I feel. Say you where up against Rydrs and you pick first, then you take something to counter our Pyramidion due (or most commonly used ships) but then we are free to pick something completely different to counter your counter. Or even worse that you are up against a team that don't always fly the same ship then what do you pick in order to have a good game?
Maybe something like a 1 minute time limit from that all pilots join could work in order not to drag it out?[/quote]
basically my thoughts. wanted to get some input on that suggestion rather than dismissing it out of hand.
I think you might be right that a timer is a better alternative than a picking order if it is felt that lobby times are dragging out.

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