BZAP Posted May 20, 2010 Report Posted May 20, 2010 Personally, I think squads would be more fun and easier to deal with than another draft league.Agreed. With the removal of private freqs, squads seldom get the chance to work together. A squad-based league can encourage growth and healthy competition. Because squads differ in size, larger ones should enter in multiple groups. A squad loses nothing from a match amongst themselves; enrolling several groups only increases their presence. The 4v4 match outline used in pre-league will work fine. If you'd prefer simpler, might I suggest Namp's league map for spec-on-death elimination. The latter automatically penalizes teams for being short on players. It also makes scoring very easy. No bot needed, either! Quote
Poison Ink Posted May 21, 2010 Author Report Posted May 21, 2010 Personally, I think squads would be more fun and easier to deal with than another draft league.Agreed. With the removal of private freqs, squads seldom get the chance to work together. A squad-based league can encourage growth and healthy competition. Because squads differ in size, larger ones should enter in multiple groups. A squad loses nothing from a match amongst themselves; enrolling several groups only increases their presence. The 4v4 match outline used in pre-league will work fine. If you'd prefer simpler, might I suggest Namp's league map for spec-on-death elimination. The latter automatically penalizes teams for being short on players. It also makes scoring very easy. No bot needed, either! While this would indeed work, it does worry me a bit.There is a much larger chance for one squad to rape everyone else. (although the draft teams were just as unfair) There is also the fact that people who would participate in draft are too unassertive to join a squad. So here's a couple ideas:Squads can have a maximum of 5 chosen players.Those wanting to compete, but who can't form a squad, will be randomly put on a team. Quote
BZAP Posted May 22, 2010 Report Posted May 22, 2010 (edited) Don't worry about balance. It isn't possible to achieve nor is it the point of league. I can't see randomized teams working; they would not have the motivation to adhere to schedule. I don't agree with limiting squads, either. It only makes sense that larger squads hold a heavy presence. Capping numbers might hold back players who'd otherwise participate. We could throw the squad requirement out and let players form their own teams. However, I think people will better organize under squad leadership. More than that, HS squads will finally have a reason to exist. Here's my suggestion on rules. I'll try to keep it simple:-MAX teams of six. <6 team is OK at inherent disadvantage. Same squad encouraged but not required-Matches are 4v4. <4 team is OK at inherent disadvantage-Namp's League Map OR gduel-Ships 1-2. NO techs, NO consumables. Mines, stealth, X, AW are A-OK.-Spec-on-death elimination. Each match is first to five; win by two. Best of 3 matches.-Lag spec or D/C is equivalent to elimination for that round.-Timer at 6 minutes per round. Team with most remaining players gets point. Draw=NC No bot is needed to keep score, but there should be a ref to oversee and announce/spec/lock. I haven't thought about the matchup system, but I think a simple ladder is appropriate. I'd also like to run a "loser's ladder" to give early-outs another chance. Advertising and scheduling all this is a whole other beast Edited May 22, 2010 by BZAP Quote
kid Posted May 22, 2010 Report Posted May 22, 2010 Don't worry about balance. It isn't possible to achieve nor is it the point of league. I can't see randomized teams working; they would not have the motivation to adhere to schedule. I don't agree with limiting squads, either. It only makes sense that larger squads hold a heavy presence. Capping numbers might hold back players who'd otherwise participate. We could throw the squad requirement out and let players form their own teams. However, I think people will better organize under squad leadership. More than that, HS squads will finally have a reason to exist. Here's my suggestion on rules. I'll try to keep it simple:-MAX teams of six. <6 team is OK at inherent disadvantage. Same squad encouraged but not required-Matches are 4v4. <4 team is OK at inherent disadvantage-Namp's League Map OR gduel-Ships 1-2. NO techs, NO consumables. Mines, stealth, X, AW are A-OK.-Spec-on-death elimination. Each match is first to five; win by two. Best of 3 matches.-Lag spec or D/C is equivalent to elimination for that round.-Timer at 6 minutes per round. Team with most remaining players gets point. Draw=NC No bot is needed to keep score, but there should be a ref to oversee and announce/spec/lock. I haven't thought about the matchup system, but I think a simple ladder is appropriate. I'd also like to run a "loser's ladder" to give early-outs another chance. Advertising and scheduling all this is a whole other beastSecond this. Quote
Poison Ink Posted May 22, 2010 Author Report Posted May 22, 2010 (edited) It isn't possible to achieve nor is it the point of league. I can't see randomized teams working; they would not have the motivation to adhere to schedule. I don't agree with limiting squads, either. It only makes sense that larger squads hold a heavy presence. This is very true, and I completely agree with you. Capping numbers might hold back players who'd otherwise participate. We could throw the squad requirement out and let players form their own teams. However, I think people will better organize under squad leadership. More than that, HS squads will finally have a reason to exist.In an early post, I stated that players who could not find a squad would be randomly put on one. Now, I'm starting to think this might break team chemistry. Any ideas what to do with strays? I'm not really comfortable with simply saying "Haha you have no friends, GTFO!"Also, I'm going to keep a squad requirement. It takes about 10 seconds to make one (?squadcreate), and 5 seconds to join one(?squadjoin). Here's my suggestion on rules. I'll try to keep it simple:-MAX teams of six. <6 team is OK at inherent disadvantage. Same squad encouraged but not required-Matches are 4v4. <4 team is OK at inherent disadvantage-Namp's League Map OR gduel-Ships 1-2. NO techs, NO consumables. Mines, stealth, X, AW are A-OK.-Spec-on-death elimination. Each match is first to five; win by two. Best of 3 matches.-Lag spec or D/C is equivalent to elimination for that round.-Timer at 6 minutes per round. Team with most remaining players gets point. Draw=NC No bot is needed to keep score, but there should be a ref to oversee and announce/spec/lock. I haven't thought about the matchup system, but I think a simple ladder is appropriate. I'd also like to run a "loser's ladder" to give early-outs another chance. Advertising and scheduling all this is a whole other beast -Was it really necessary to say mines were okay? Heh, never realized people thought they were lame. -I think one lagout should be allowed. The occasionally lag spike happens to everyone, even those who live next door to the server. They would have 30 seconds to get back in.-Are you sure 6 minutes is enough? Maybe we should test it a little to see.-When you say, -Spec-on-death elimination. Each match is first to five; win by two. Best of 3 matches. Does win by two mean you are two kills ahead at the end? If so, I think this is unnecessary. Having a 4 v 4 is already full of so many variables, no need to add more.-I'd be willing to make a simple ladder, It shouldn't be too hard. I'm pretty sure we won't have that many teams anyway. I'm glad that someone besides me bothered to make rules. =) Edited May 22, 2010 by Poison Ink Quote
Acer Posted May 23, 2010 Report Posted May 23, 2010 Why would these refs resist abusing their power when the previous ones couldn't?I was a ref before and did no such abusing.I was also a ref, I only used the account once. I'll help out if someone wants to start it up again. Quote
BZAP Posted May 23, 2010 Report Posted May 23, 2010 The rules I posted are standard dueling conventions, add the timer and multiple players. I'd like to keep these rules on a familiar basis. The 6 minutes for time is just a guess. In any case, time limit is needed to pressure losing teams to fight rather than run. For sake of simplicity, I say lagout = eliminated. Each round is only one life per player and warping NME back into spawn in might throw off the opposition's dynamic. I like this system because it does not require eight players run matches. A team short on players might be at disadvantage, but leaders can decide to organize 3v3 or 2v2 upon agreement. Regarding the squad requirement: forcing it may leave some with no choice but to leave a dead squad or to jump squads. Not everyone is willing to do that. As I said, squadding should be encouraged rather than forced. I'm thinking of a prize bonus for squad-based teams. To encourage attendance, I suggest prizing $10K to winning participants after each ladder match. Of course, there is grand prize for 1st place. The loser's ladder, if organized, would sport a lesser 1st place prize. Not sure what to do about strays. Maybe organize some world vs. team X event to satisfy them? Quote
kid Posted May 23, 2010 Report Posted May 23, 2010 The rules I posted are standard dueling conventions, add the timer and multiple players. I'd like to keep these rules on a familiar basis. The 6 minutes for time is just a guess. In any case, time limit is needed to pressure losing teams to fight rather than run. For sake of simplicity, I say lagout = eliminated. Each round is only one life per player and warping NME back into spawn in might throw off the opposition's dynamic. I like this system because it does not require eight players run matches. A team short on players might be at disadvantage, but leaders can decide to organize 3v3 or 2v2 upon agreement. Regarding the squad requirement: forcing it may leave some with no choice but to leave a dead squad or to jump squads. Not everyone is willing to do that. As I said, squadding should be encouraged rather than forced. I'm thinking of a prize bonus for squad-based teams. To encourage attendance, I suggest prizing $10K to winning participants after each ladder match. Of course, there is grand prize for 1st place. The loser's ladder, if organized, would sport a lesser 1st place prize. Not sure what to do about strays. Maybe organize some world vs. team X event to satisfy them? Make a signup for strays to make non-squad based teams Quote
Poison Ink Posted June 4, 2010 Author Report Posted June 4, 2010 (edited) Shall I post these rules in another thread? Or Edit my first post? Edited June 4, 2010 by Poison Ink Quote
BZAP Posted June 4, 2010 Report Posted June 4, 2010 Shall I post these rules in another thread? Or Edit my first post?I was planning to draft all procedures and proposed schedule in a new thread. However I'm busy until next week's end, so if nobody else steps up I'll start then. In the meanwhile, it would be nice to have Namp's map put back online. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.