10-06-2008, 09:08 PM | #81 | ||
make it rain
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10-06-2008, 09:12 PM | #82 |
Darknight
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Indeed, if it's the last cap that the defence need to stop there's a good chance they'll follow it out into the Yard and camp it as long as absolutely possible to try to run the time down and hope they can do this without a rebound. Although I guess that's immaterial at that point...
It's actually quite difficult to do something 'extra' as offence on top of normal, surely you'd be trying as hard as you can to get caps out anyway? |
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10-06-2008, 09:43 PM | #83 | |
FF Loremaster
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10-06-2008, 10:26 PM | #84 |
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It's also nice to have a half time break to talk and discuss strategies. What worked and what didn't.
In a 5v5 during the 10 minute break what is everyone doing? I'd say the majority of the time people are discussing, and deciding next round's actions, either to stay with the same strat, or change it up. Also changing their rosters if they have others that want to play. If you played 2x30 minute rounds, you won't get as many roster changes, since people will want to stick with their best players. But 4x15 minute rounds would let people change their rosters up for both O and D. Plus you get the chance to talk and discuss your strat and make changes if nescessary. I can't think of a single game that doesn't dicuss strategies collectively midway during their break. 2x30 minute rounds there'd be no point, "Okay guys we're done on O, now on to D. |
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10-06-2008, 10:52 PM | #85 | |
FF God
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10-06-2008, 11:39 PM | #86 |
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So here's another question to ask:
How does everyone feel with subbing players out for O and D? In other words, would people prefer it if players had to play both O and D or would it be preferred if you could have a different set of O and D players? How about the requirement to change players out? What about a minimum and maximum number of subs?
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10-07-2008, 12:56 AM | #87 |
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personally i think you should only be allowed to choose 4 players for the game to play off and def period. no reshuffling to have 4 best offy and then your 4 best def, but thats just my opinion while its a 4vs4 format. obviously these rules are open to interpretation as people might have to go early/disconnection/hardware failure etc, so it might be a little hard to regulate. (maybe a 1 man substitution allowance)
on a side note, there might be clans who will or can field two seperate teams, i think these should be made to state the players in each and not have the option to chop and change for different situations. also i think there should be some map discussion regarding which and how many maps are going to be used. im open to learning new maps but as long as they arnt a bag of shite. 2fort/monkey/shutdown2/openfire/bases/roasted/siden/2mesa3 would be a good start |
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10-07-2008, 02:33 AM | #88 |
Boss 4 all da rite reasons
Join Date: Sep 2007
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listen, this 4v4 league we are doing...its going to have a max players of 7...minimum of 5...so yea...you better have atleast one person that can o and d..
more will be discussed soon..this site is in the making and shall be done very very soon!! we will gather up code of conducts and rules very soon as well. |
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10-07-2008, 04:47 AM | #89 | ||||
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credge, i just want to break this down for you to so you can understand why ive been laughing for the past couple minutes.
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so if anyone has the advantage of going second, it would be the defense. Quote:
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10-07-2008, 09:26 AM | #90 |
Fortress Forever Staff
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i just had an idea for making CTF ovd a lot more interesting... i haven't thought it through that much tbh, it just came to me so figured i'd post it up here.
it's inspired by the domination/hq modes from other games, could all be done by modifying the lua file of any CTF map, and although it's aimed at standard ovd numbers it would probably work with just about any number of players. here's how it works: - match starts just as a normal full CTF match would (both teams can attack and defend). - whenever a team caps: that team becomes the defenders and the other team becomes the attackers; the new attacking team's flag is completely disabled/removed, and the new defending team's flag reappears in it's normal starting place. - there are no team points for capping (well you could have some if you want, it makes little difference really). - teams are rewarded x points per second that they are the defenders. btw i was originally thinking you'd need a setup time after each cap, but then i realised it's far more interesting without that because, assuming the other team isn't about to cap also, you can delay capping while your team gets setup on defence if you think it's worth it (at the cost of giving the other team more points ofc!). sounds more complex than i think it would be, and i recon it'd be great fun |
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10-07-2008, 09:52 AM | #91 | |
Stuff Do-er
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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10-07-2008, 01:19 PM | #92 |
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TOTALLY AWESOME IDEA LOL!: Let's see some more maps aside from the CTF maps that get played every other game. Vertigo, Genesis, and other similar maps are designed for smaller amounts of players and would change things up a bit.
My guess is the rotation will be something like openfire/shutdown2/openfire/blis_2fort/openfire/shutdown2 but hopefully we can have variety aside from CTF. Move the new league in the direction of the new game people. |
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10-07-2008, 06:31 PM | #93 | |
mimic- 3k. leisure^BtU
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10-07-2008, 06:45 PM | #94 | ||
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I've always said that one side has an advantage over another if both sides do not do the same tasks at the exact same moment. Offense going second is an advantage as they have a goal they must beat. The team that goes first does not have this knowledge. The only time the defense has an advantage, as he stated, is when time is about to run out and the offense only has one cap left to get in order to tie/win. A defense will adjust accordingly, making larger risks than they normally would, etc. However, this does not change the fact that an offense that goes second has a larger advantage due to them knowing exactly what they have to beat while a team team that goes first is just playing for points. But since we're in to reading things: Quote:
And no, just because one team has an advantage at one point in a competition while another team has an advantage in another does not mean it 'evens out'.
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10-07-2008, 10:46 PM | #95 | |
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as far as ignoring most of what you posted: when it comes to some kind of debate i generally ignore most of what you post since i dont believe i have ever seen you admit to being wrong, even if you are proven wrong by several people and the FF dev wiki (as was the case with the pyro flame jumping). kinda pointless to point out where someone is wrong if he/she just continues to argue anyway, isnt it? this was a rare occasion that i spotted some hilarious contradiction and simply couldnt resist anywho, 4v4 league sounds pretty cool. good luck with it, squinny! |
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10-08-2008, 11:03 PM | #96 | |
make it rain
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10-09-2008, 02:46 AM | #97 |
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WORD! i wont be surprised if they pull another back to back cup. stanley loves d-town!
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10-09-2008, 12:51 PM | #98 |
Darknight
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Please Credge, explain to me how one does something 'extra' as an offence player to help reach a goal? Should you, or should you not be attempting to play at 100% anyway?
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10-09-2008, 06:53 PM | #99 |
make it rain
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lol i would rather D second tbh
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10-09-2008, 08:08 PM | #100 |
Awesome, I'm in on this.
I don't really care what the rule set is, I just don't even have a solid 5 for UGC, and of course I don't have 7 for the TFL. This 4v4 sounds perfect to suit the small size of my clan Question though, since Vinny is a on the board of starting/maintaining this league; does that allow for the Fellas to play as well? |
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