Guns Of Icarus Online

Community => Community Events => Topic started by: DJ Logicalia on June 19, 2015, 04:26:38 am

Title: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: DJ Logicalia on June 19, 2015, 04:26:38 am
(http://i407.photobucket.com/albums/pp156/killzerslaul/communityskirmishforumversion.png)
Sunday Community Skirmish on Facebook (https://www.facebook.com/sundaycommunityskirmish)
SCS VoDs (https://www.youtube.com/channel/UC4ZHvlfkKDmn6KwN8uscZjg/playlists)
The Sunday Community Skirmish is a double elimination tournament event that runs every week with occasional breaks. All matches are 2v2, time limited best of 1s and are normally streamed live on Twitch. Any team of 8 players is welcome to participate.

This signup thread is for the Skirmish at 7pm UTC on Sunday June 21. (3pm EDT) The event is normally streamed by Fourth Oracle, as well as other streamers who vary from week to week. The details of all streams will be made clear on the day of or day before the event. The event has an expected runtime of 2-4 hours.

Signups should be posted in this thread and include a Steam/Skype contact and team name. Signups close at midday (UTC), or 8 AM EDT, on Saturday the 20th of June. Please try to avoid last minute signups.
The bracket and map rolls will be available soon after signups close. (brackets at http://goiocommunity.challonge.com/ (http://goiocommunity.challonge.com/))
Participants will be contacted when their matches are starting, although it's encouraged to consult the bracket and keep track of the streams so you have a decent idea of when you will be playing.

The complete rules can be found in this document. (https://docs.google.com/document/d/1BEfqkDYqYDfaZ_-irntJt3yG4sowL0xgUtlToKwyK2E/edit) There is now also a brief summary of the ethos behind the rules and structure of the event.

Please only sign up if you are confident of your ability to produce a full team of 8 players.

Parody/Troll/Alt account teams will not be permitted to sign up

The event will continue to follow DOUBLE ELIMINATION format with best of one matches!
Time limit per match remains at 20 minutes, without extra time. Have a look at this (http://goiocommunity.challonge.com/sundayskirmishtest) if you don't know how double elimination works.

New Teams Guide:
Title: Re: Sunday Community Skirmish #55 (Signups for Sunday June 14th)
Post by: Byron Cavendish on June 19, 2015, 04:27:51 am
Repeat title?
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: DJ Logicalia on June 19, 2015, 04:57:07 am
Fixed, thanks for the catch
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: The Mann on June 19, 2015, 04:59:44 am
Hopefully the games go ahead this week.

Watching competitive matches is fun.

The Iron Fork is also a good watch.  :D
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: The Mann on June 19, 2015, 05:13:12 am
Just realised, there is no link to the Twitch channel on this thread...

Here you go!

DJ Logicalias SCS Stream:

http://www.twitch.tv/logicalia/v/5919485 (http://www.twitch.tv/logicalia/v/5919485)
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Kamoba on June 19, 2015, 06:03:47 am
The Sky Slicers signing up.

Contact: Kamoba or Nanoduckling
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Byron Cavendish on June 19, 2015, 08:58:36 am
I have one ship ready to go, no AJSA this week so if another team has a ship contact me.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Extirminator on June 19, 2015, 11:25:54 am
Storm Ryders signing up!
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: SteamyNoodle on June 19, 2015, 01:19:47 pm
Clan Clan signing up, POC either me or Nietzsche's Mustache
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Byron Cavendish on June 19, 2015, 10:42:43 pm
The Brotherhood is signing up a ship with the Ducks. Name unknown, awesomeness confirmed.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Sammy B. T. on June 20, 2015, 10:00:05 am
Duckerhood
Bruckerhood
Brotherduck
Brotherhuck
Buckerduck

So many possibilities!
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Dementio on June 20, 2015, 10:01:11 am
I vote for Brotherduck or "Ducks in da hood!"
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: DJ Logicalia on June 20, 2015, 10:16:39 am
Sign ups closed!

Roster: http://goiocommunity.challonge.com/SCS56 (http://goiocommunity.challonge.com/SCS56)

Map Rolls: http://pastebin.com/wZeSEEgv (http://pastebin.com/wZeSEEgv)

And, the link to the stream provided won't necessarily be the location of the stream on Sunday. That hasn't quite been decided you.

Thanks for all the continued interest in the event

Immediate edit, I didn't realize there are a few hours left to sign up. If anyone still wants to, I'll gladly remake the bracket
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Dementio on June 21, 2015, 02:51:15 pm
Stream at http://www.twitch.tv/logicalia

The stream might not be on time, but the even will start on time.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Sammy B. T. on June 21, 2015, 03:34:32 pm
For the second time the first kill beats tie breaker has not reflected who would win if the match continued. Most recent kill better reflects the momentum of the match.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Byron Cavendish on June 21, 2015, 03:36:03 pm
^ still a fun first match but ya...
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: FranckM on June 21, 2015, 03:45:14 pm
Why did the match last 15 minutes since in all the documentation it's written 20. Is it only an error in the documentation or did I make a mistake while timing the match?
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Llamas Unite on June 21, 2015, 04:14:33 pm
I timed the match for 20 minutes, with notifications in text at 15 minutes remaining, 10 minutes, 5 minutes, 3 minutes, 2 minutes, 1 minute, 30 seconds, 20 seconds and 10 seconds. If you timed the match independently and got a different result then I'm afraid that's something I can't explain, but I did the best I could to make you aware of the time limits in game
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: FranckM on June 21, 2015, 05:29:53 pm
No worries I might be wrong being in the match and all. Sorry for the bother.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: sparklerfish on June 21, 2015, 05:44:19 pm
For the second time the first kill beats tie breaker has not reflected who would win if the match continued. Most recent kill better reflects the momentum of the match.

I like this idea much better.  I've also thought of having match timeout follow the same rules as pauses - if you're in an engagement, the timer can't run out.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Kamoba on June 21, 2015, 06:06:19 pm
Well done to the Storm Ryders! and well played to all who took part!
Thanks for the games one and all!

regarding draw rules...
I've lost to a coin toss before and had to do a rematch after a draw...
It's not easy to find a good result to make everyone happy, but Sparklerfish makes a good point of the timer with drawers match pause rules...

However there would then need to be a set time limit of over-time in such circumstances
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: DJ Logicalia on June 22, 2015, 10:43:15 am
I would like to personally take responsibility for the lack of streaming and any other complications that went on yesterday. I was planning on being able to stream, but (without going into too much detail) fell physically ill  Sunday morning and then proceeded to take a nap to try and feel better. This nap lasted until about 6PM, an hour after the event ended and 5 hours longer than I expected it to.

This sort of thing is frustrating on all sides, and I'll try my best to prevent this sort of thing from happening in the future. I hope everyone had a fun event, regardless
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Byron Cavendish on June 22, 2015, 10:45:47 am
If you need an emergency streamer I can have a cameraman ready (not every Sunday, but some)
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Kamoba on June 22, 2015, 10:53:24 am
Real life and health always comes first dude!
As long as you're okay and we know you will survive to stream another day, we will be happy and wishing you well. :)

To summarise those who missed it from my pov...
Me and Nano versus Byron and Blackened..
We get the first kill.. Match goes on till the score of 4-3 in our favour, two minutes remaining and Nano's squid bites the dust..
Byron and Blackened turned their galleon and Junker towards my Pyra.. My reaction..
(http://blog.chron.com/tubular/files/2014/05/run-away.jpg)
(I hope everyone can see the comical side and just imagine what our chat was like! "We're running! Buff and fix the engines! Junkers closing in! Tank hull! Ruuuun!")

Match two Fynx vs Nano matched squids, Aayra vs me matched Pyra's almost perfect mirrors.
We won to.goto finals! Feeling of joy and happiness!

Fynx and Aayra come to the finals and show us their real strength to take the win :)

Everyone I saw compete done so well! :)
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Skrimskraw on June 22, 2015, 11:53:45 am
I think first kill breaking ties is the most fair, since it puts a pressure on teams not to fuck up in the beginning.

having the tie breaker be the recent kill doesnt mean that the team tying it up deserves to win anyway.
There just cant be fair rules to this.
alternatively you could just say red team always wins ties, its simply just not a fair way of doing Things no matter what. but we all agree that coin toss is bullshit.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Kamoba on June 22, 2015, 12:28:31 pm
I think first kill breaking ties is the most fair, since it puts a pressure on teams not to fuck up in the beginning.

having the tie breaker be the recent kill doesnt mean that the team tying it up deserves to win anyway.
There just cant be fair rules to this.
alternatively you could just say red team always wins ties, its simply just not a fair way of doing Things no matter what. but we all agree that coin toss is bullshit.

Bolded and saluted.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: BlackenedPies on June 22, 2015, 02:55:24 pm
First kill tie break makes sense to me, but stopping in the middle of brawling doesn't. Letting brawling finish after the time limit would slightly complicate rules, an example being adding 10-20 seconds if ships are in combat within 500m. It would give a little extra time to ranged teams at the disadvantage to rush in and try their luck at brawling. Of course it's not much different than the default time limit and the current tie break works.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Skrimskraw on June 22, 2015, 03:05:03 pm
if the teams would be alright with referees letting the timer run during engagements, i dont see a reason not to let this happen.
BUt be prepared for teams calling unfair treatment from referees.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Queso on June 22, 2015, 03:11:40 pm
If you decide to let refs call it, you just need a reasonable definition of engagement.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Kamoba on June 22, 2015, 03:21:27 pm
That's where I think the problem will be, defining reasonable terms of engagement and as mentioned by Skrim, teams calling unfair treatment.. The more complex the rules the more complex the arguments behind them if challenged..
Sometimes keeping it simple (especially since a lack of teams normally tallies alongside a lack of willing referee's) can make things easier for everyone if ever extra hands are needed to help behind the scenes..

Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: BlackenedPies on June 22, 2015, 03:42:41 pm
It wouldn't make sense to let ranged engagements continue after the time limit because those can last quite a while especially with cover. If ships are brawling within 500 meters then combat won't last long. If it lasts longer than an extra 10-20 seconds then call the match.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: MagKel on June 22, 2015, 06:09:22 pm
why not using the log as a definition of engagement?

Once the timer is out, if no hostile damage is recorded (component destroyed) for 20 consecutive seconds, the match is ended.

this would either force the hand in a sniper match or let a brawl continue until a side reaches 5 kills.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: sparklerfish on June 22, 2015, 06:17:58 pm
Hmm, it's true that ranged sniping engagements can take a looooong time.  I would be okay with something based on range or component destroys.  It just sucks when you're in a brawl and the match is clearly going to end in a few seconds anyhow, and the timer runs out.  Clan Clan frustratingly lost a very close match that way once when we would have won with 5 seconds more on the timer.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Princess Tutu on June 23, 2015, 04:07:45 am
That's where I think the problem will be, defining reasonable terms of engagement and as mentioned by Skrim, teams calling unfair treatment.. The more complex the rules the more complex the arguments behind them if challenged..
Sometimes keeping it simple (especially since a lack of teams normally tallies alongside a lack of willing referee's) can make things easier for everyone if ever extra hands are needed to help behind the scenes..

The red part is just a normal part of competitions. Every single thing where the referee has any power has that. So we should ignore that aspect and ask the real question. How much power should the judges have?
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Byron Cavendish on June 23, 2015, 06:11:25 am
I wouldn't say it was unfair, and I think our ref did a great job. He made the call according to the rules. I would call it a shame though, as in that situation it was 4-4 and my team was 2v1 about to kill the enemy ship for the win. It was a gritty close range engagement and we were pummelling him as fast we could. I was so into it I hadn't even realized it was over for like a minute after! I was really keen to see how that game ended naturally. That's the shame, timers can sometimes ruin a thematic ending. I am also the man responsible for timers in the first place, so I do understand their necessity.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Kamoba on June 23, 2015, 08:09:01 am
About to kill?... I ran successfully for 2 minutes with 90% permahull, so still stage one, and only had armour breaks when Blackened charged us with his brawler side... I wouldn't say almost.killed... If I had of stood and taught, yes we would likely have died...
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Byron Cavendish on June 23, 2015, 08:51:42 am
Yes you did, I was referring to the very end of the match, when you were pinned against the canyon wall (if you were the junker?) and couldn't run anymore. We had the junker and galleon broadsides starting to chew and the mobula on my other side eating lumberjacks. Again I was really into it, so Im not sure when the match actually ended until my crew said sammy was yelling at me  :D
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Kamoba on June 23, 2015, 08:56:56 am
I was the Pyramidion, and ahaa yes, blackies ship stopped chase and fire at match timer.
At that moment if he'd have charged us I predict we would of managed a maximum of 30 seconds survival.. :)

By that I mean, we would have died, unless I managed a miracle
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: nanoduckling on June 23, 2015, 09:27:19 am
As far as the rule changes go, there is no way to make the SCS 'fair' in the way people want. It has to be done in a timely manner and that time constraint forces rules which can give funky results. This is the same as many sports, the penalty shootout in football being the classic example of this. I've played in timed out matches or close to timed out matches where I'd have felt hard done by with all of the rule changes proposed. First kill, last kill, it is all the same to me, although anything is better than a coin toss. If someone wants to go back and watch past casts of the SCS and statistically analyse them to determine which rule change is least unfair, great. From a personal perspective I prefer first kill because it gives me a measure of control knowing if I have to fight or not, but that is just a subjective preference and not a reason to keep the rule. If the majority of participants want last kill I'm fine with that also.

I feel bad for the Brotherducks because they did have the upper hand, but I think they have a few mistaken impressions about what happened at the end of the match, so I will try to clear those up.

First, given the way the Brotherducks were flying (and to an extent had to fly given their galleon load out) we were well aware where they were with 4 minutes remaining. We could easily have avoided that final engagement and flown up to their spawns side of the canyons and played patty cake till the timer ran down and no one would have been any the wiser, it would have just looked like teams playing ring-a-ring-a-roses in canyons again. We didn't do that because we wanted to try for a straight win. If the last kill rule had been in effect we'd have moved into the centre of the canyons, shot at the galleon a couple of times and then just sat in there forcing the Brotherducks to brawl us. The only reason we attacked the Brotherducks on our spawn was we had the upper hand from the first kill rule. A more cheap team could avoid the engagement entirely, why risk it when you have a damaged mobula and have the last kill advantage?

As far as the final 2v1 engagement I'd point out that we delayed spawning our mobula by about 20 seconds until the Brotherducks were the other side of the canyons so they couldn't just turn around and blow the crap out of it. The structure of that engagement was entirely determined by the last kill rule. Had the match not had a time limit the pyra would either have escaped (because neither Sammy nor Byron is stupid enough to chase an enemy ship, get separated and leave their galleons engines pointing at an enemy spawning with arts), or the fight would have been considerably more even.

My suspicion is that the Brotherducks would have managed to get a kill, probably on our mobula as it spawned back in, largely because of the high quality of the lumberjack gunning we had seen. If the Brotherducks had chased the pyra then our mob would have had 30-40 seconds of free shots on the galleon, probably resulting in two 1v1 fights, slight advantage to the Brotherducks because the pyra would have to recover from running away and the galleon could tank if things went south. If they had let the pyra go and forced us to spawn I think they would have killed our mob. However, if you think the match was a forgone conclusion then we very much disagree.

I felt both teams fought well, and the Brotherducks almost pulled off a great come back of which they can be proud. I also think if there is going to be a serious discussion about rule changes it should be done dispassionately, analytically, and not on the basis of recent subjective experience. If someone wants to do a serious study of the past SCSs, come up with a reasonable assay for 'likely victor', apply it to a decent subset of past draws and then determine which rule is superior then subject to reading their report for any major flaws they will have my support whatever rule they side with.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Skrimskraw on June 23, 2015, 09:31:55 am
the way I see it and why the rules are as now.

they were changed to this current set of rules because of fundamental problems with the competitive scene.

1. referees are doing this of their free will.
2. even with as Little as engagement rules etc. different referees make mistakes constantly, from forgetting to time the matches, to keeping an eye on chat.
3. the infamous pause rule. the pause rule in itself is already the biggest headache for referees. there are no exact rules on how to call it. muse still havent implemented pausing, so this rule to me atleast seems to be the furthest that SCS should go with having. else the pause rule should be removed completely to make the game more "fair" to the team that might lose advantage to it.
4. mo' rules mo' problems - anyone remember the clusterfuck called R&D invitationals? the incredible amount of rules that suddenly changed midmatch etc? coming from that I feel like SCS is the only place where you can relax and just play the game, even if you lose because of a first kill.

all this being said, it comes Down to logicalia and the other organizers plans for this event. when me and velvet ran it we pushed time Down to as Little event time as possible, aswell at taking pressure of the referees that we had to call in, even on emergencies.
However dont listen to me on this, if the teams that participate wants the rules to change, the organizers should follow on that notion. If the organizers Arent willing to run this for the teams, then why should the teams participate? its just finding the limit of what the organizers are willing to do and use time on, contra what the teams want as rules.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Alistair MacBain on June 23, 2015, 09:40:40 am
different referees make mistakes constantly, from forgetting to time the matches, to keeping an eye on chat.

I am pretty sure you thought about me there ...

And as a former organizer myself. We thought about alot of different things aswell on how to handle timed out matches in the elimination phase. There just is NO fair way of handling this. You can always argue for the one or other thing and there will always be a situation where one is better than the other.
There is just no way of handling this thats fair for everyone.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Sammy B. T. on June 23, 2015, 11:39:32 am
Let me make the case for last kill instead of first kill.

First the issues of first kills.

The first kill isn't representative of any major advantage. It literally puts the game at 1-0, at best 2-0. This still means the team needs to win two more engagements.
First kill encourages passive play. Once you get it, you have a significant advantage and incentive to play very defensively.
Why does it matter how well you played in the beginning, come backs should be rewarded, not thrown more hurdles.

Now the benefits of last kill.
More representative of momentum. Kills often make more kills happen, especially late match. I'm sure I'm not alone but for me 4-3 and 4-4 are basically the same level of being tied as they're both one engagement away for game end.
It is more dynamic. Have the advantage able to go to either team at any point in the match makes it harder to use the advantage.


Come do a thought experiment with me. Imagine you have two rewards. One is you can start a competitive match with an extra kill so 1-0. Or partially through the match you can get an extra kill going from a 2 to a 3 or 3 to a 4. While technically both options are the same 1 point, I think the second option is clearly better. Why? Because later kills mean a lot more for determining the outcome of a game than earlier kills
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: BlackenedPies on June 23, 2015, 12:13:58 pm
But there is the argument that for last kill if two ships are killed and the game is tied (ex 2-4 to 4-4) then the other team respawns at full health while you may have damage. Last kill would make sense if one ship was killed to tie before timer ends, but I'd prefer an overtime if ships are in combat.

I think first kill is ok but stopping the match within 30 seconds of a kill doesn't make sense. If ships are in combat at the end add a brief overtime. If it's not done by then call the match.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: nanoduckling on June 23, 2015, 12:30:44 pm
As Blackened said, none of the options are good. I've been in matches that either were or could have easily have turned into any of the situations outlined. To know which one is better you need to do an analysis with actual numbers and proper operationalisations of the concepts involved, thought experiments aren't going to cut it.

As for 'if the ships are engaged, add a set amount of time', if that rule is introduced I am never refereeing a match, it would be like giving referees a ready wrapped time bomb. The situation is bad enough with the current pause rule without referees having to make subjective calls about what constitutes an engagement that will very likely determine a match. As far as I'm concerned the rules should be something that can be determined by a computer recording the match, or shouldn't be on the books in the first place.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: BlackenedPies on June 23, 2015, 12:43:09 pm
If a ship is shooting another that's an engagement. For example, if ships are hitting within the last 30 seconds of timer then add 30 seconds. It can be difficult to get a long range kill in 30 seconds so it would encourage closing distance.

It wouldn't be a judgement call if it was based on hits (or component destruction) at a set time before timer end.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Dementio on June 27, 2015, 08:50:08 am
In my opinion, the first kill is better than last kill, because this way snipers, or defensive playstyles in general, have a chance. How many times has it been that a defenes playstyle was topped by just one good charge? If a line of defense is broken it is so much harder to come back than coming back after a failed charge. Whenever I played against a team that tried to hold the line instead of charging us, we won the second we broke through.

Snipers can't run, can't chase, just stand stll and shoot when they actually see something. A brawler team can almost always escape snipers, even on Dunes. So if the brawlers get the first kill and hide, the snipers have enough time to move out of their defensive playstyle, since they know from the very beginning that they are at a disadvantage. If they don't then it is going to be a boring match with nothing happening and the snipers lose, too bad. In reverse, the snipers get the first kill, well, only one good charge is needed for the game to be over.

In matches that are sniper vs sniper or brawler vs brawler I would agree that the last kill option might be better, mostly for the audience, since teams can play a bit more daring and not face an immediate disadvantage. However, teams didn't play more daring when this rule didn't exist either, so for some nothing will change.

A referee also has an easier time tracking the first kill than the last one, because the first kill happens only once, while every other kill could be the last one.

I also disagree with the extra time thing. In counter strike they don't add more time, because the guy defusing the bomb needs that much more time to win. In games like Tribes:Ascend, a capture the flag oriented game, and I am not sure if the following goes for tribes comp too, you get overtime, during the draw until the flag is captured or when a team is one score behind and currently has the chance to make it a draw so they can play for longer with overtime. It is like that, because the flag can be on the run numerous times without being captured. The bomb has a limited amount of times where it can be planted and defused.
In smash bros the game ends  when the time is over, even if somebody is guaranteed to get ko-ed.

Smash bros is similar to GOIO in this aspect. When you are too slow to get a kill, than be faster next time. Figure out where you failed and the enemy succeeded and build on that.
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: -PUPPET-DRAGON- on June 29, 2015, 12:50:54 am
 :) would love to see who wins

Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: DJ Logicalia on June 29, 2015, 04:15:02 am
:) would love to see who wins
?
Title: Re: Sunday Community Skirmish #56 (Signups for Sunday June 21st)
Post by: Kamoba on June 29, 2015, 06:30:30 am
:) would love to see who wins

Storm Ryder won scs #56 with Sky Slicers second place.
Unfortunately there was no stream