Community > Community Events
11/15/14 - Aerodrome S.o.R. Episode 3: Attrition's Embrace
Squidslinger Gilder:
Going to give commander selections an extension to midnight Friday. Original earlier time was to prep info cards and such for the stream. Since they haven't been used, just going to skip it and give commanders a later due date.
Cadett:
Nonsensical scribbles page three:
shaelyn:
"Allies: Green People?"
aaaaaaahahahahaha <3
PS your sketches are awesome
Squidslinger Gilder:
In light of the problem with Refinery, gotta address it and options being considered. Hopefully it'll be fixed, but if not I'm going to put in a special option for slowmo. Frankly, we need Refinery for the storyline to progress on Week 5 or we're looking at back to back Raiders and Scrap. Kinda want to avoid that for various reasons. Its a shame we don't have the 4v4 CP map in 3v3 cause that would give another option. But, we're stuck.
Now, the first option would be an immediate pause until the slowmo lifts. The problem comes in, what if teams are capturing and are unable to leave a point due to the slowmo? Its free points and someone is no doubt going to be ticked, especially if it costs them the match. Heck, I would. I'd be up in arms about it because I've been there and lost due to game problems like this.
This'll be harder on the scorekeeper but what we could do is just waive the points obtained during the slowmo incident. Now that works on paper but the game engine won't accept it. So here is the problem with that. This option has issues.
Now the other. Since the CP week will take place after Dan's event which means we'll have more time. We could run it a different way. Basically, if slowmo happens, match is called immediately, then restarted with whatever time is left in the previous match carried over. The scores are carried over too. We just write them down and if the 550 is reached, the match is called whether or not in game points equal 550.
So heres an example:
Match 1:
Team A scores 400, Team B scores 250. Slow mo hits with 10 minutes left to play. Match is called back to lobby.
Teams select Refinery again in lobby, Match is restarted with 10 minutes on the timer.
Say Team A in 10 minutes scores 200 and B scores 50.
Match would be officially called when Team A reaches 150.
Trouble with this is, what if slowmo happens a lot? That is impossible to say. Reason I'm bringing this up here outside of the event group is to question if people have been seeing it frequently multiple times or does it generally take time before the slowmo hits? If it takes time, then this could potentially work.
This would tack on more time but I'm a bit more in favor of it than just a pause since it requires less special rules for the scorekeeper to have to remember.
Wundsalz:
--- Quote from: Gilder Unfettered on November 16, 2014, 04:07:46 am ---In light of the problem with Refinery
--- End quote ---
can you elaborate on "the problem with Refinery? The matches I've played on that map recently went smoothly. I take it it has got something to do with slowmo... but what exactly does happen when?
--- Quote from: Gilder Unfettered on November 16, 2014, 04:07:46 am ---Match 1:
Team A scores 400, Team B scores 250. Slow mo hits with 10 minutes left to play. Match is called back to lobby.
Teams select Refinery again in lobby, Match is restarted with 10 minutes on the timer.
Say Team A in 10 minutes scores 200 and B scores 50.
Match would be officially called when Team A reaches 150.
--- End quote ---
This would double the start bias. On CK one team tends to have a huge spawn bonus for the first point(s). Often a team can capture a point before the other team has even got a chance to reach it. It is not unlikely that in the scenario you've described team A would get "free" 150 points.
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