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SCS Timer
Solidusbucket:
I feel like running away is a nice touch though. It adds depth and strategy to both sides. It may get a little bland for viewers but the matches remain interesting and suspenseful for the team racing the clock to locate and ambush the enemy and the team trying to set up in a good defensive posture.
I enjoy SCS and I like the current rules. Wanting 5 kills each match offers no versatility.
Combat is not always going to achieve desired results. There is nothing wrong with settling for a single confirmed kill and falling back.
I would honestly like if SCS rules were standard or at least an option choice in public matches. Whoever created them did a fine job. They are simple and offer a tremendous amount of options / situations. Likewise, I feel like the 20 minute limit is fair for gameplay.
Lueosi:
Do you guys remember when the timer was increased each hull break during overtime up to Xmin? I don't quite remember why it got discarded but I think it was just to simplify the rules. If we add something like overtime or so, then I don't like to limit it to close range but rather to hull breaks or something similar independent of ranges.
Hunter.:
--- Quote from: Lueosi on February 11, 2016, 11:10:45 am ---Do you guys remember when the timer was increased each hull break during overtime up to Xmin? I don't quite remember why it got discarded but I think it was just to simplify the rules. If we add something like overtime or so, then I don't like to limit it to close range but rather to hull breaks or something similar independent of ranges.
--- End quote ---
I expected people to have a problem with the "close range favoritism", that's why I created the 1st drafted rule with long range in mind - additionally, it follows pause rules so would be easy to reinforce.
I do like the hull break idea a LOT though! Easy to referee, easy for both teams to see, no bias towards play style.
Spud Nick:
I would like to have 10 minutes of over time if the ships are spotted or in a engagement. That way the team that is down in points can still play agressive and get a few kills to win the match. The team that is up in points can run away from the fight and lose there spots to win the match.
Once over time starts both teams will have 10 mins to fight. If no spots are maintaned and no engagement happens in that 10 mins the match is over and the team with the most points(kills) wins.
Solidusbucket:
I actually agree with this, Spud.
I would like if the ref could call overtime based on the situation.
I actually disagree with the spot being necessary but it does keep the rules controlled.
I will use our SCS match as an example. The match should have continued after we broke your Northwest hard defensive posture and got the kill. You gave chase. Overtime would have been warranted.
I disagree with 10 minutes though. It should only be 2
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