Community > Community Events

SCS Timer

<< < (2/10) > >>

Solidusbucket:
I like the timer. It adds a nice element of strategy and keeps the game short.

I do not like the coin flip rule for a 0-0 but I do not have any other alternatives. It is a fair rule.

Fynx:
There was already plenty of discussions about this in some older threads.

To keep it short, it's a lesser evil. Working out some more complicated rules is, well, complicated. And it's a problem when "both teams decide that sniping from their spawn is their preferred tactics" for first two hours of the game...

Newbluud:
The issue with coming up with another system other than coin flip is it could create a disadvantage in bringing certain ships. For example, if you go by which team has the most perma left, ships like the squid and the fish are much more likely to have dropped their hull and survived, meaning the junker would have an advantage in a lot of these circumstances. Equally, perma is not represented numerically so it would have to be done on percentage, which is unfair to those ships with less overall health.

Additionally, this doesn't cover the rare instance where no perma damage goes down for the entire match. A judge's decision would require an entirely new points system to be created just for this rare circumstance, and would also require a huge workload for the referee and opens the floor for potentially subjective criteria for who wins, which is a dangerous road to go down. At present, there really is no way to make this fair. Quite frankly, the coin flip really is a punishment for teams that adopt an overly passive role. To take a 50/50 gamble on who wins the whole thing regardless of who maintains advantage encourages teams to take more risks and actually make at least a small attempt to be aggressive.

Hunter.:
The only change I'd like to see is something similar to how in Football, if there is currently action the game will play on until the ref deems the match as over.

Pros:
Exciting combat is kept up,
Nerf to playing the clock,
Keeps to time limit, since most brawls will be over quick

Cons:
Subjective decision making by the referee,

So the 4 rules I would like to put forward for consideration:
"If the match timer runs out, however the Referee still deems the match as "in combat" (same rules as pausing), there is an additional 90 seconds of overtime before the match must end. This time can end prematurely if combat ends."

"If the match timer runs out, however the Referee still deems the match as "in close combat" (short range engagement in progress), the match plays on until combat ends."

"If the match timer runs out, however the Referee still deems the match as "in close combat" (short range engagement in progress), the match plays on with 1 minute of overtime, this can end prematurely if combat is deemed as finished."

"If the match timer runs out, and scores are drawn, however the Referee still deems the match as "in close combat" (short range engagement in progress), the match plays on until combat is deemed over, if the match is still at a tie by the end of combat, proceed with standard rules."

I hope one of these, or a combination will fix one of my only critiques with the timing system - that intense and interesting combat can be cut short by a timer.

BlackenedPies:
Many systems use overtime and I'd like to see it in SCS. The definition of a close engagement could under 500-300 meters. Overtime more accurately determines the outcome and it puts the losing team at an initial disadvantage because they have to charge before timer ends

The problem with overtime is that it adds rules. If there were overtime it would need to be a simple objective decision by the ref. +30 seconds when two ships are engaging 300m away

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version