UKTL- Cap limits

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old.Fusion

Guest
I think it might be best to stop games once a team goes 10 caps infront. The reason for this is I think whilst maps like DX have too low a cap limit, I don't particularly like seeing teams get beat 50-0.

Some of the 50-0 beatings that ST delivered last season were not good for the game. I think if a game turns into a one sided farce its best to stop it before it gets silly. Nobody likes a mismatch
 
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old.[cF]niCO

Guest
I think that it's a good idea. Losing or winning with 40-0 is not fun for both teams.
--
niCO
 
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old.Alco

Guest
Good point, but then who wants to play 5 minute games? You wait all week, then when you get to play, its all over in a flash.. especially on some of the faster paced maps such as Dangerous Crossing.
40-0 scores proly aint much fun to be up against, but then, a lot of tribes would probably rather lose heavily, in a hard fought game, than be beaten in 5 minutes, which is probably more demoralising, and humiliating, and also doesnt give the experience that you gain by playing better tribes.

Alco.
 
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old.[DT]Karma

Guest
Speaking as the team that got beat by st by THAT score [err 53 or so wasn't it] I'd have to suggest that to get a better understanding of it, you look at the two halves seperately. The first half, we lost, I think 13-0. After that we decided to go out and have fun. Our heavy flag defense were the cappers in the second half. The demos we made if it showed it to be a funny game, that we all enjoyed. It can be a lot more demoralising to lose by 5 points, I can promise you.
There are other problems with the suggestion as well, halves for example. Would a match proceed straight to the second half? or would that be abandoned as well? No thanks, but thank you for your consideration.

------------------
whats that round blue thing coming straight at me?? ooops!
 
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old.zach

Guest
I don’t want to play 5 min games either but if your side goes 8-0 up in the first couple of mins then its probably best to put a halt to the miss-match.

Personally I h8 flag running against poor defences as aside from being pointless it breeds bad habits.

Btw stunning e-mail to the mailing list alco.

- NeaRly
 
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old.[BaM] mac

Guest
I disagree with stopping a game 5, 10 or however many mins in to it. BaM lost to cF 29-0, for us this game was great. We knew we were going to lose, in fact our aim was to keep them under 30 caps, 15 a half and we did
smile.gif
We demo'd the game and learnt from what cF did, how they attacked, how they defended. We have made several changes because of that game and they have had an effect for the better, in fact we have won 3 out of 3 friendles since playing cF. Part of it to do with what we changed and part of it because after facing the cF offence and defence anything else seems quiet and relaxed
smile.gif

I can understand how any team that wins over 20-0 gains nothing other than an easy win but for the ppl you beat (if they view the game the right way) it can be very 'educational'
smile.gif


mac
 
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old.zach

Guest
you dont need to loose by 20 caps to figure out why u lost.

if use loose 8-0 in 5mins or only by 1 cap as long as u watch demos from your players povs u can figure out what u did wrong and correct it.

if u ask the other clan nicely they might let u have their demos too.

- NeaRly

[This message has been edited by zach (edited 16 February 2000).]
 
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old.Crunchy

Guest
Zach, u missed the point. Tribes want to get their money's worth. They don't want to play for 5 or 10 mins, even if they are loseing. EmOmD and KoN have been good examples of tribes that have enjoyed matches when they lost, and by big margins.

Having two halves of the same length with a change of ends gets around the problem of map bias on base CTF maps.


[This message has been edited by Crunchy (edited 16 February 2000).]
 
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old.Alco

Guest
Stunning emails are what I'm known for Zach.. Might try and stun ppl a bit less in future maybe, as it seems some of them dont like it
smile.gif
 

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