Author Topic: SCS Timer  (Read 42775 times)

Offline Solidusbucket

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Re: SCS Timer
« Reply #15 on: February 11, 2016, 09:53:04 am »
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.

« Last Edit: February 11, 2016, 10:02:44 am by Solidusbucket »

Offline Lueosi

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Re: SCS Timer
« Reply #16 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.

Offline Hunter.

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Re: SCS Timer
« Reply #17 on: February 11, 2016, 05:30:20 pm »
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.

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.

Offline Spud Nick

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Re: SCS Timer
« Reply #18 on: February 12, 2016, 02:46:00 pm »
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.

Offline Solidusbucket

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Re: SCS Timer
« Reply #19 on: February 12, 2016, 03:17:34 pm »
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

Offline Spud Nick

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Re: SCS Timer
« Reply #20 on: February 12, 2016, 03:42:36 pm »
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

The idea about the spots were to keep it in line with the pause rules.The timer could be 10 mins or less. Would 5 mins be enough time to kill two ships?

Offline BlackenedPies

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Re: SCS Timer
« Reply #21 on: February 12, 2016, 04:00:54 pm »
10 mins is quite a long time and would add to the overall length of SCS. It would also let teams continue ranged engagements which can last forever. The idea of overtime should be letting teams finish combat without dragging out the match. I'd say 5 mins is too long and the max should be 3

Offline Solidusbucket

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Re: SCS Timer
« Reply #22 on: February 12, 2016, 05:06:59 pm »
Yes, I agree with blackened. I actually think 3 minutes is too long.

2 minutes should be max.

It does not take long to kill a ship.

Offline Spud Nick

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Re: SCS Timer
« Reply #23 on: February 13, 2016, 01:17:38 am »
If everybody is in favor of overtime we could make a new thread with a poll. Let the community decide how long the overtime should be.

Offline MightyKeb

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Re: SCS Timer
« Reply #24 on: February 13, 2016, 06:59:19 am »
I'd support it.

Offline Lueosi

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Re: SCS Timer
« Reply #25 on: February 13, 2016, 07:11:36 am »
How do we decide when to go into overtime? Always when tied? "Engagement" happening? Ships spotted?

Offline Hunter.

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Re: SCS Timer
« Reply #26 on: February 13, 2016, 07:19:00 am »
How do we decide when to go into overtime? Always when tied? "Engagement" happening? Ships spotted?

Engagement/Ties

Offline Dementio

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Re: SCS Timer
« Reply #27 on: February 13, 2016, 07:46:12 am »
I am fine to live without overtime.

The rules for overtime will probably be the same as for pause, which means some refs will call overtime and some won't because when is a sniping duel at >1km an engagement and when not.

Offline Spud Nick

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Re: SCS Timer
« Reply #28 on: February 13, 2016, 09:31:13 am »
How do we decide when to go into overtime? Always when tied? "Engagement" happening? Ships spotted?

Overtime will take place when the 20 minute timer has ended and no team has 5 kills. Overtime will start and last for (Blank) minutes allowing teams to run or fight. The team with the most kills at the end of overtime wins.
« Last Edit: February 13, 2016, 09:33:24 am by Spud Nick »

Offline Solidusbucket

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Re: SCS Timer
« Reply #29 on: February 13, 2016, 09:34:20 am »
How do we decide when to go into overtime? Always when tied? "Engagement" happening? Ships spotted?

TLDR at bottom.

This is the issue. It is very subjective.

Kinda like in soccer/football (maybe not professional) how time wont generally be called while a team is attacking. It is called after the ball is cleared.

Of course the ability to call this overtime is because refs calculate all the non playing time then use that as their excuse to continue play.

Regardless it is subjective. Making the call is going to favor one team. People will potentially get mad at the ref. The ref may make a bad call.

There is no set in stone rule to call overtime. Just a general guideline to keep the action going. Once it is gone then game over.

It is all situational. We could talk all day about situation X vs Y abd not get anywhere.

The overtime rule could ruin SCS beecause of disagreements.

The rules right now are fair. There is no grey area.

Maybe make overtime an optional choice at first. Test the waters.

Tldr
Make overtime like soccer/football.
Overtime calls will be subjective.
Overtime should be used to keep the action going. No action= let timer run out.
Action is subjective.