Post by Joppi on Sept 4, 2009 9:33:53 GMT -5
So, it seems like there are a few more clans joining up, so it probably won't be long before some serious clan warfare starts happening. Because of this, I thought it would be a good idea to have a community-accepted format for clan wars, designed to test a variety of skills in multiple modes. I'll propose my own idea, but feel free to present your own or comment on/criticize mine.
My Idea: Three Mode 2/3
The idea of this format is that the two clans play a best of three match in every mode. If you win two games in one mode, then you "win" that mode. The first team to "win" two modes is declared the victor. The order of modes can be decided by the teams before-hand, and the teams can either play "one mode at a time" where they play all the necessary matches for one mode in a row, or they can play one match of each type, then repeat as necessary.
Example:
One mode at a time:
Conquest Conquest TDM TDM CTR CTR
One match of each type:
Conquest TDM CTR Conquest TDM CTR Conquest TDM CTR
Regardless of the mode, the victor is still the one who "wins" two modes.
Now, addressing the issue of Public Servers vs EA servers, I'll construct a list of pros and cons, and, ultimately, it will be left up to the fighting clans to decide which they play in.
Public Servers:
+Slightly less chance of the server gaining an unwanted intruder due to less people watching the servers fill up.
+You can choose the order of the levels and what levels appear, which allows many different levels to be played, as opposed to the opening levels of each mode in the EA servers.
+You can edit the score total (useful for TDM where 50 is a rather small total)
+You can remove heroes
-A huge host of connection issues with various people. Not being able to see the server, not being able to join it, intense lag while in the server, etc
-While, in theory, it should be a lot less prone to random intruders, there does seem to occasionally be, for whatever reason, random people who seem to do nothing but lurk on the Public server list refreshing and waiting to join your server (even if there's an open server already).
EA Servers:
+Very few connection issues. I, personally, have never lagged in an EA server unless the problem was on my end.
+Always available and ready for the war.
-There's a moderate chance that an intruder could slip in if we don't all get in fast enough.
-No control over the levels, meaning we're stuck with the first few levels of each rotation unless the teams are willing to pass over the levels.
-No control over the point totals, meaning we're stuck with the relatively low total of 50 kills for TDM matches.
-No control over heroes, though we can make sure it's understood that all players must decline the hero.
Ideally, the public servers would be better due to the ability to customize them, but the lag issues presented are often too great. I think it'd be worth it to try at least once for every war, but, if my experiences have taught me anything, it's that the server probably won't work.
So, to deal with EA servers, we can simply pass over levels by allowing one team to just win (this win won't count towards the total, of course), or we can just fight on whatever stages are first. It'll be up to the clans fighting.
Now, to deal with the specific modes' rules.
-----------------------------------------
Conquest
Heroes: No
-Reason being, the heroes are rarely balanced very well. For example, the Witch King shows up in a ton of levels for evil, and he just is not that good. Gandalf shows up in a ton of levels for good, and he is way too good. Additionally, although they can be countered, guys like the Balrog and Sauron are capable of destroying the entire enemy team on their own, which makes them a bit too powerful when protected by their team. The Good team just has a much higher quality of heroes in general, seeing as they mostly get Gandalf, Legolas, or Aragorn, who are all very very powerful. Evil generally gets the Witch King or Nazgul, neither of which are particularly intimidating in an 8v8.
Score total: 1000
Banned stages:
-Pellenor Fields
Reason: Good team has two command posts easily within their reach at the beginning, as opposed to Evil's one.
-Minas Tirith
Reason: Evil starts with a troll.
Potentially Banned Stages (Can be decided on a case-to-case basis):
-Helm's Deep
Reason: Evil has two command posts that they usually get in the beginning, as opposed to Good's one. However, the outer-door command post is within the reach of Good, they just don't go for it that much, for whatever reason.
-The Shire
Reason: Hobbit archers.
Extra rules:
- In the event of a draw, no win is awarded.
- Out-of-Maps/glitch walls are banned.
- Time limit is 30 minutes (if using a Public server)
Team Deathmatch
Heroes: No
-Again, heroes just break the flow of the game. I think the Good-Evil balance is slightly better in TDM, but there's still the fundamental problem that heroes bring. Instead of the game being "who can use all 8 players to out-play the opponents", it becomes "who can protect their hero the best while he completely buttfucks the entire enemy team".
Score total: Preferably, 100, but it will be 50 if you use an EA server.
Banned Stages:
-Pellenor Fields
Reason: Oliphaunt. Also, a huge discrepancy in cover for the Good and Evil team. Good has a huge amount of cover in their spawn and around it, whereas the Evil team is relatively exposed, giving the Good team's archers an easier time.
Potentially Banned Stages:
-Mines of Moria
Reason: Good team has a spawn on top of the impenetrable fortress of unstoppable wrath.
Extra Rules:
- In the event of a draw, neither team gets a win and they simply play another level.
- Out-of-maps/glitch walls are banned
- Time limit is 30 minutes (if using a Public server)
Capture the Ring
Heroes: No
-Heroes are basically unstoppable as soon as they have the ring. Their ridiculously high health totals make it so they can basically do the last leg of the capture without anyone on their team helping them. With team support, there's nothing that can be done about them. Additionally, they come at a time where their team needs only one score, one score that they can usually deliver themselves rather easily.
Score total: 3
Banned Stages:
-Pellenor Fields
Reason: Again, a huge discrepancy in cover, but it works in reverse this time. The good team has to walk through a huge open field of archer clusterfuck death in order to score, whereas Evil has a lot of cover coming in, and only needs to be out in the open for a little while.
-The Shire
Reason: Hobbit Archers. Also, due to the insane amount of open space both teams have to cross, and the four ents/trolls at every spawn, scoring here is almost impossible against a competent team.
Potentially Banned Stages:
-Mount Doom
Reason: The Evil team's spawn/capture area is narrow, and has two distinct paths to take that are completely separate from each other, making it a bit of a pain to defend. The Good team's spawn is a very open room that connects the paths way before the capture area is reached, making it much easier to defend.
Extra Rules:
- In the event of a draw, no win is awarded.
- Out-of-maps/glitch walls are banned
- Time limit is set to 30 minutes (if using a Public server)
Hero Team Deathmatch
Just kidding. We're not playing Good Team Unbalancedmatch.
-----------------------------------------
So, that's basically it. Feel free to leave comments, suggestions, support, or whatever you want.
My Idea: Three Mode 2/3
The idea of this format is that the two clans play a best of three match in every mode. If you win two games in one mode, then you "win" that mode. The first team to "win" two modes is declared the victor. The order of modes can be decided by the teams before-hand, and the teams can either play "one mode at a time" where they play all the necessary matches for one mode in a row, or they can play one match of each type, then repeat as necessary.
Example:
One mode at a time:
Conquest Conquest TDM TDM CTR CTR
One match of each type:
Conquest TDM CTR Conquest TDM CTR Conquest TDM CTR
Regardless of the mode, the victor is still the one who "wins" two modes.
Now, addressing the issue of Public Servers vs EA servers, I'll construct a list of pros and cons, and, ultimately, it will be left up to the fighting clans to decide which they play in.
Public Servers:
+Slightly less chance of the server gaining an unwanted intruder due to less people watching the servers fill up.
+You can choose the order of the levels and what levels appear, which allows many different levels to be played, as opposed to the opening levels of each mode in the EA servers.
+You can edit the score total (useful for TDM where 50 is a rather small total)
+You can remove heroes
-A huge host of connection issues with various people. Not being able to see the server, not being able to join it, intense lag while in the server, etc
-While, in theory, it should be a lot less prone to random intruders, there does seem to occasionally be, for whatever reason, random people who seem to do nothing but lurk on the Public server list refreshing and waiting to join your server (even if there's an open server already).
EA Servers:
+Very few connection issues. I, personally, have never lagged in an EA server unless the problem was on my end.
+Always available and ready for the war.
-There's a moderate chance that an intruder could slip in if we don't all get in fast enough.
-No control over the levels, meaning we're stuck with the first few levels of each rotation unless the teams are willing to pass over the levels.
-No control over the point totals, meaning we're stuck with the relatively low total of 50 kills for TDM matches.
-No control over heroes, though we can make sure it's understood that all players must decline the hero.
Ideally, the public servers would be better due to the ability to customize them, but the lag issues presented are often too great. I think it'd be worth it to try at least once for every war, but, if my experiences have taught me anything, it's that the server probably won't work.
So, to deal with EA servers, we can simply pass over levels by allowing one team to just win (this win won't count towards the total, of course), or we can just fight on whatever stages are first. It'll be up to the clans fighting.
Now, to deal with the specific modes' rules.
-----------------------------------------
Conquest
Heroes: No
-Reason being, the heroes are rarely balanced very well. For example, the Witch King shows up in a ton of levels for evil, and he just is not that good. Gandalf shows up in a ton of levels for good, and he is way too good. Additionally, although they can be countered, guys like the Balrog and Sauron are capable of destroying the entire enemy team on their own, which makes them a bit too powerful when protected by their team. The Good team just has a much higher quality of heroes in general, seeing as they mostly get Gandalf, Legolas, or Aragorn, who are all very very powerful. Evil generally gets the Witch King or Nazgul, neither of which are particularly intimidating in an 8v8.
Score total: 1000
Banned stages:
-Pellenor Fields
Reason: Good team has two command posts easily within their reach at the beginning, as opposed to Evil's one.
-Minas Tirith
Reason: Evil starts with a troll.
Potentially Banned Stages (Can be decided on a case-to-case basis):
-Helm's Deep
Reason: Evil has two command posts that they usually get in the beginning, as opposed to Good's one. However, the outer-door command post is within the reach of Good, they just don't go for it that much, for whatever reason.
-The Shire
Reason: Hobbit archers.
Extra rules:
- In the event of a draw, no win is awarded.
- Out-of-Maps/glitch walls are banned.
- Time limit is 30 minutes (if using a Public server)
Team Deathmatch
Heroes: No
-Again, heroes just break the flow of the game. I think the Good-Evil balance is slightly better in TDM, but there's still the fundamental problem that heroes bring. Instead of the game being "who can use all 8 players to out-play the opponents", it becomes "who can protect their hero the best while he completely buttfucks the entire enemy team".
Score total: Preferably, 100, but it will be 50 if you use an EA server.
Banned Stages:
-Pellenor Fields
Reason: Oliphaunt. Also, a huge discrepancy in cover for the Good and Evil team. Good has a huge amount of cover in their spawn and around it, whereas the Evil team is relatively exposed, giving the Good team's archers an easier time.
Potentially Banned Stages:
-Mines of Moria
Reason: Good team has a spawn on top of the impenetrable fortress of unstoppable wrath.
Extra Rules:
- In the event of a draw, neither team gets a win and they simply play another level.
- Out-of-maps/glitch walls are banned
- Time limit is 30 minutes (if using a Public server)
Capture the Ring
Heroes: No
-Heroes are basically unstoppable as soon as they have the ring. Their ridiculously high health totals make it so they can basically do the last leg of the capture without anyone on their team helping them. With team support, there's nothing that can be done about them. Additionally, they come at a time where their team needs only one score, one score that they can usually deliver themselves rather easily.
Score total: 3
Banned Stages:
-Pellenor Fields
Reason: Again, a huge discrepancy in cover, but it works in reverse this time. The good team has to walk through a huge open field of archer clusterfuck death in order to score, whereas Evil has a lot of cover coming in, and only needs to be out in the open for a little while.
-The Shire
Reason: Hobbit Archers. Also, due to the insane amount of open space both teams have to cross, and the four ents/trolls at every spawn, scoring here is almost impossible against a competent team.
Potentially Banned Stages:
-Mount Doom
Reason: The Evil team's spawn/capture area is narrow, and has two distinct paths to take that are completely separate from each other, making it a bit of a pain to defend. The Good team's spawn is a very open room that connects the paths way before the capture area is reached, making it much easier to defend.
Extra Rules:
- In the event of a draw, no win is awarded.
- Out-of-maps/glitch walls are banned
- Time limit is set to 30 minutes (if using a Public server)
Hero Team Deathmatch
Just kidding. We're not playing Good Team Unbalancedmatch.
-----------------------------------------
So, that's basically it. Feel free to leave comments, suggestions, support, or whatever you want.