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SCS Timer

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DJ Logicalia:
I'm excited to see how this works. I'm optimistic that this could be a good change

Kamoba:

--- Quote from: DJ Logicalia on February 14, 2016, 08:24:23 am ---I'm excited to see how this works. I'm optimistic that this could be a good change

--- End quote ---

Optimism is the doorway to disappointment, go in pessimistic and come out pleasantly surprised...
It was a guns player who taught me that.. XD

Richard LeMoon:
I would personally go with a 10 second retroactive 'idle' countdown after time is up in the case of a tie or heavy combat where the tide could turn. If the battle looks close as the timer runs out, the fight continues until there is 10 seconds of idle time (no major damage being dealt to a ship that could possibly kill it in the next ten seconds).

This would basically be a 'players in motion' or 'ball in the air' type of rule set.
Rules would be:

1. In the case of a tie, combat will continue if both teams are active players in heavy combat and have an equal number of ships in the air. If either team breaks off and combat stops for 10 seconds, the match is decided by a random toss.

2. In the case of a tie while combat is idle and both team have an equal number of ships in the air, the match is decided by a random toss.

3. In the case of a tie while combat is idle as time runs out and one team has an more ships in the air, that team is declared the winner.

3. If teams are separated by 1 point, combat will continue ONLY if the team with fewer points has both ships in heavy combat (dealing large amounts of ship-killing damage) and is in a position to score two points. If they only score one point and tie before idle combat, the other team wins without a random toss.

Subset rules.

Heavy combat shall be defined as something that could kill a ship in its current state in 10 seconds or less. Otherwise, it is strategic combat.
Disabling guns or engines does not count as heavy combat.
Popping balloons does not count as heavy combat unless the target ship is on the ground with armor down.
Random toss could be flipping a coin or sending the official a 'rock-paper-scissors' call in a PM.
The time extension ONLY APPLIES to ships currently engaged in heavy combat when the 20 minute timer runs out.
Ships that respawn after 20 minutes is up may NOT rejoin combat.
If a ship is in respawn countdown when the 20 minute timer run out, it may NOT rejoin combat.
If is ship is not in active combat when the 20 minute timer runs out (even if it's ally is), it may NOT engage in combat.
If a ship leaves combat (takes or deals no damage for 10 seconds) it must leave the combat area and may not engage in combat.
Breaking these rules decides the tie and forfeits the match.



That would feel more fair to me, though I generally only sub for these matches.

sparklerfish:
I understand the need for a timer to keep the SCS from lasting all day, but I HATE that "running the timer" has become a strategy.  It's not just boring for the viewers, it's boring for the participants.  Flying around the map looking for the other team is so mindless and stupid.  It feels like a waste of my time.  I sign up because I want to play Guns of Icarus and I want to shoot airships, not play a game of hide-and-seek.  It actually makes the matches take LONGER because teams WANT it to go to the end of the time rather than actually fighting and letting someone take a kill.

I've also been in plenty of matches that were clearly about to end during an engagement but the timer ran out before it could come to its natural end, which felt sort of antithetical to the point of having the timer.  I definitely like the idea of treating it the way pauses are — not ending when you are in the middle of an engagement.

As for things being "subjective" — is that not WHY we have a referee?  If things were completely cut and dry all the time and exactly obvious we could just govern ourselves in matches.  We have referees to make those calls because they are theoretically objective and impartial and able to make decisions for us.  "People might get mad at refs" is a terrible reason to not implement a rule.  People get mad at refs in sports all the time.  Sometimes a call is in your favor, sometimes it is not, and people are always going to get mad if it's not in their favor.  That doesn't mean that the rule is bad or the ref is wrong.

Anyhow, I look forward to seeing how overtime will work in future SCSs and I'm glad people are willing to give it a shot!

Lueosi:
New extended ruleset for overtime:

* if there is a running engagement (same definition as for pause calling) when the normal game time runs out, the game will continue in overtime
* overtime lasts at maximum 3min
* overtime ends when the engagement ends

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