A thought: Timed matches
Mouse
The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">Would it be worth experimenting with?</div>As much as epic back-and-forth matches can be quite awesome, they can really throw out the schedule of a tournament. One way to deal with this would be to place a restriction on the length of matches.. say.. 15-20 min.
But what should happen if the time ran out? A draw or should the winner be determined on points?
If it's points, what should those points be based on?
Thoughts?
But what should happen if the time ran out? A draw or should the winner be determined on points?
If it's points, what should those points be based on?
Thoughts?
Comments
Care to elaborate?
mattering on how its done, it could be a good or a bad thing.
Just not going to be fun for anyone.
But what should happen if the time ran out? A draw or should the winner be determined on points?
If it's points, what should those points be based on?
Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->
Time-limits in general are usually a negative experience for the gamer. Think of all those timed missions that pissed you off over the years. Timed play in competition is not good for the competitive spirit, at least in a game like this where there isn't a score/clear winner like in football or baseball; Like people said, we're done when there is a winner.
You'd see a massive favoritism of 'early wins', and 'quick techs' to race to a specific beneficial item or positioning.
I don't like the way this idea sounds at all.... not at all.
I think it's a good consideration and I see how the schedules can get thrown off, but that's just an unfortunate reality of a game with a length 'between' 30 seconds and an hour and a half. :P
Most other metrics I can think of - K/D, res gathered, sum of player points, etc. - almost always swing one way or the other, with little correlation to who's actually winning.
If you were to add some sort of ticket mechanic then I think that would be a different gametype all together. If the victory condition is changed, it shouldn't be called NS2. It should be called NS2-control or NS2-deathmatch.
Make it a server-side option so people who want 1+ hour pub stalemates can still enjoy themselves.
Also, having extensively played another FPS/RTS with a ticket system (Empiremod), I think the system could work well in NS2. It adds strategic depth as teams have to consider ticket management in addition to build order or tactics. I saw and participated in quite a few games where a clever team forced the opposing side to overextend by dying too much and was able to make a comeback after they depleted their tickets.
I think you could design this as another gametype. As a default NS2 style or default competitive gametype it would fall flat.