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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
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05-24-2006
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League Rules? Discuss...
well i was thinking for the league there might as well be a discussion between the clans on the rules...
anyways...
what do you think...
flag must have entrance and exit.
it should not take more than 10 seconds to crawl to the flag after reaching the entrance to the flag (i was thinking this way because some guys are making multi-level crawlers or just really long ones and it takes away some of the gameplay IMO.
grenade hopping ok?
base must have an entrance (because im sure as hell it has an exit to go capp and return with the flag :P)
skyforts are ok?
the 10 second crawl time has to be timed with the ingame countdown timer... and the builer(s) should make sure it CAN BE DONE...
maybe a 10-15-20 second base entry rule too? so that again, stops the multi-level crawlers... or long coffins.
how long should the starting build time be?
how long should the combat phases be?
how long should the following build/combat phases be?
just tossing some ideas out there... what do the other clanners think?
we need some rules set in stone here.
and i think with timelimits to get in etc. it should make for a more clan friendly (score worthy time)
what do you guys think. and for the love of the game -- DISCUSS IT!
(off topic... but how many TEAM points are given when a builder takes a block in combat mode? i know that personal score is 10 points...)
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05-24-2006
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LEVEL UP
Flag Capper
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Join Date: Mar 2005
Location: Southern California
Posts: 3,937
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Most of those rules are too vague and not able to be enforced. Entry/exit times simply aren't possible to enforce and would cause waaay too many disputes. You'd have to be counting while you went through an entry instead of concentrating on the game.
I don't think there can be any rule that says there must be an entrance and exit to the base or flag. People will say there's no entrance/exit if it's not obvious, and then both teams will be sitting around wasting their time going "there's no exit" "yes there is you just can't see it" "no" "yes".
I say that anything you can build should be legal, except for V-traps, and even those might be permissable. What we should focus on is match format, not building rules.
I'd say different block limits depending on the map, but keep the limits low. 25-30 for sf_tactical, fronts, and skywalk, for example. 200 seconds for the first build time, 200 for the first fight, 100 for second build, 200 for second fight, and then teams switch sides (Red to blue and blue to red) to ensure fairness, and repeat.
I'm not sure how matches should actually be started though. With other competitive games, you can simply restart the game instantly through server commands, but that's not currently possible with SF.
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05-24-2006
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Flag Capper
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Join Date: Apr 2005
Location: #2
Posts: 2,946
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If you reload the current map in SF doesn't it restart the match?
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I JUMPED THIS FAR
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05-24-2006
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looks better in game
Fort Warrior
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Join Date: Dec 2005
Location: US
Posts: 1,884
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Perhaps match starts could be facilitated via creative mani scripts.
I'm thinking: togglephase to combat, freeze players, togglephase to build add time, (hmm... say 200 seconds?) begin round.
As for building restrictions, until someone comes up with a rule that is pretty undisputable, I don't think there should be any at all. I still hold to my: "from wall to flag with no sprint" rule but that didn't seem too popular when I suggested it way back when.
As for time limits I'm okay with defaults with the exception of the initial build, it may be too long for lower block limits.
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05-24-2006
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Most Loved SF Personality
Flag Capper
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Join Date: Mar 2006
Location: Texas
Posts: 2,071
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For clan matches I suggest really limiting the amount of blocks. Like restricting the amount usually used for a map. Maybe 75% of the blocks or maybe even less than that. That make teams focus more on base defense and not crazy ass flag d's. The few matches I have been in with nothing but clans it pretty much ends being who can touch the flag the most, not cap it. Limiting the blocks would increase the chance of either team capping the flag.
Or maybe you can make the block limit relative to the amount of people per a team.
I think it woud be to hard to regulate types of flag d or entrance and exit times. But I think there should be an entrance and exit to the flag area, and both clans should be honest about it. Maybe have some kind of neutral referee that makes both teams show how their entrance and exits work. And if they can not accomplish the entrance to the flag or exit after 3 tries(for example small blocks in the air if you don't jump on them right you fall to your death) they must rebuild their flag d, and only given lets say 30 seconds to make a new flag d or fix it. Keeping both teams from making nearly impossiable flag d's.
I think a referee option would be awsome. He would have slap, kick, and maybe like a yellow card deal where one clan member on a team must sit out for lets say 30 seconds to a minute. Giving the other team an advantage. Lets say a team member took apart the flag entrance because they were winning, they vcould be yellow carded for an obvious violation. I just want to see a super soldier with black and white stripes.
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Flare is a Faggot
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05-24-2006
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i never thought about lowering the block limit! that would be brilliant!
then all that time crap wouldnt matter... but why not do it honestly? like a fair clan match...
im sure id get it as close to 10 seconds in as i could...
but yes. a lower block limit...
and a ref sounds like an okay thing... but does he spec? then the clan does a little demo for him to get in...
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05-24-2006
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LEVEL UP
Flag Capper
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Join Date: Mar 2005
Location: Southern California
Posts: 3,937
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Quote:
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Originally Posted by SwiftSpear
If you reload the current map in SF doesn't it restart the match?
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Yeah, but not everyone would connect at the same time.
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05-24-2006
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Flag Capper
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Join Date: Apr 2005
Location: #2
Posts: 2,946
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Quote:
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Originally Posted by KGtheway2B
Perhaps match starts could be facilitated via creative mani scripts.
I'm thinking: togglephase to combat, freeze players, togglephase to build add time, (hmm... say 200 seconds?) begin round.
As for building restrictions, until someone comes up with a rule that is pretty undisputable, I don't think there should be any at all. I still hold to my: "from wall to flag with no sprint" rule but that didn't seem too popular when I suggested it way back when.
As for time limits I'm okay with defaults with the exception of the initial build, it may be too long for lower block limits.
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The problem with rules as to how a fort can be built is that there is no way for a league admin to load up the fort and verify that it breaks rules. I could go through demos and look to see weather complaints of there being no exit/entrace looked to be solid, but I can't be sure, there might be an entrance I don't see from the demos or there might not be. If I do make a rule like that I need to have a way to force players to verify thier entrances and exits work, and I need a way to verify that they aren't changing thier forts after the fight round starts.
This is another one of the reasons I repeditively ask mappers to make thier maps so that it's difficult to build flag-d unexitable.
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05-24-2006
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LEVEL UP
Flag Capper
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Join Date: Mar 2005
Location: Southern California
Posts: 3,937
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Which is why low block limits ensures that even if the flag has no entrance/exit, teams will have to sacrifice a fair share of blocks to make sure it's decently protected. More blocks used on the flag means less on your front walls and other structures, and weak frontal defenses puts your flag in constant danger.
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05-24-2006
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Stopped wasting my life.
Flag Capper
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Join Date: Jul 2005
Location: Holland, Leiden
Posts: 2,219
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No building rules would be best and simplest.
Lowering the blocklimit? Maybe...
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my SourceForts prefabs. including flags, and re-use-able spawners, for both teams.
[14:24] Billeh.: I just caught my dad on porn.
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