End CTS games after winner is clear
Moderators: jelco, bert_the_turtle
End CTS games after winner is clear
It'd be nice if CTS games finished once there is only one player left in play.
At the moment, you can knock out all your opponents, gain the lead in statues, and the game won't end.
So that players don't have to wait around spectating somone running around a map on their own, I'd like to suggest that, once a player is the only one left who hasn't been knocked out, the game should end there (if they are ahead with statues) or wait until they are (in case they don't manage to before the time runs out).
At the moment, you can knock out all your opponents, gain the lead in statues, and the game won't end.
So that players don't have to wait around spectating somone running around a map on their own, I'd like to suggest that, once a player is the only one left who hasn't been knocked out, the game should end there (if they are ahead with statues) or wait until they are (in case they don't manage to before the time runs out).
Whoever you vote for, the government wins.
- Major Cooke
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Re: End CTS games after winner is clear
Whole paragraph you've ignored there.Major Cooke wrote:If the game ended when your opponent had more scores, guess what? They'd win.
Not a very good idea...
Fix'd; substituted parentheses with a comma.Cooper42 wrote:So that players don't have to wait around spectating somone running around a map on their own, I'd like to suggest that, once a player is the only one left who hasn't been knocked out, the game should end there if they are ahead with statues, or wait until they are (in case they don't manage to before the time runs out).
- Imeanunoharm
- level1

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Once you've lost you don't have to wait around and spectate. You can say, gg (or not) and leave. At which point the winner can leave and get the points in a ladder match (I'm not 100% on that, but I beleive it's true, I usually stay around and see how many statues I can rack up, 9 is my record
). If the loser doesn't leave though, you are right.
Re the dom thing, some cts maps are quite hard to dom spawns. I like cts though, it is like dom with added strategy.
Re the dom thing, some cts maps are quite hard to dom spawns. I like cts though, it is like dom with added strategy.
The fact that the ladder counts these and makes little to distinction on reasons why means stigma may be attached to this.Imeanunoharm wrote:Once you've lost you don't have to wait around and spectate. You can say, gg (or not) and leave. [...] If the loser doesn't leave though, you are right.
There only one 2P CTS map where I don't do so. It's also the one I'm more likely to lose.Re the dom thing, some cts maps are quite hard to dom spawns.
In the 3Ps it's only done to stop someone from scoring again as the amount of time and effort required usually results in the third player getting a ludricrous advantage over you.
In 4Ps, it's only worth it you're going to have a long, fierce battle near an enemy spawn (see "the crap corner, bumfuck nowhere" on Maze of Despair where your most viable statue point is also his, and you're countless times farther away) and even then you're only going to get an arse-ton of the enemy's wrath for succeeding.
DOM with less ambiguity about what territory is good to occupy/threaten; you mostly aim to set up blockades that inhibit the enemy's ability to score, ideally between his spawn and the statue point or between his score point and the statue point. This seems to me a lot more straight-forward than trying to walk the enemy into ditches where they just can't stop being grenaded, or sitting on top of higher ground to slowly take away the initiative ("If I move through there, he'll grenade me along the way and if I grenade back, they'll probably do more damage to me, so I probably shouldn't do that. Now how am I supposed to get over there?").I like cts though, it is like dom with added strategy.
- Imeanunoharm
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[/quote]Mas Tnega wrote:The fact that the ladder counts these and makes little to distinction on reasons why means stigma may be attached to this.Imeanunoharm wrote:Once you've lost you don't have to wait around and spectate. You can say, gg (or not) and leave. [...] If the loser doesn't leave though, you are right.
I can't see why people would stigmatise people for that type of quit. There's no distinction between a rage quit or bad sportsmanship, and quit due to loss and wanting to move on, yes, but cripes, I could care less really. Never put too much thought into it.
*edit* OH no, I jsut checked the ladder straight after posting and noticed the new ragequiter moniker. Hmmmm. That's a bit rough in this type of game I believe. Many people leave without saying anything, but there are also ones that say gg, and other things quite amicably before leaving.
[/quote]There only one 2P CTS map where I don't do so. It's also the one I'm more likely to lose.Re the dom thing, some cts maps are quite hard to dom spawns.
In the 3Ps it's only done to stop someone from scoring again as the amount of time and effort required usually results in the third player getting a ludricrous advantage over you.
In 4Ps, it's only worth it you're going to have a long, fierce battle near an enemy spawn (see "the crap corner, bumfuck nowhere" on Maze of Despair where your most viable statue point is also his, and you're countless times farther away) and even then you're only going to get an arse-ton of the enemy's wrath for succeeding.DOM with less ambiguity about what territory is good to occupy/threaten; you mostly aim to set up blockades that inhibit the enemy's ability to score, ideally between his spawn and the statue point or between his score point and the statue point. This seems to me a lot more straight-forward than trying to walk the enemy into ditches where they just can't stop being grenaded, or sitting on top of higher ground to slowly take away the initiative ("If I move through there, he'll grenade me along the way and if I grenade back, they'll probably do more damage to me, so I probably shouldn't do that. Now how am I supposed to get over there?").I like cts though, it is like dom with added strategy.
I don't play Maze, it's one of the shittiest maps in the game. Needs major reworking.
I tend to play more like a chess game in that I have a general overall idea on how I can win, but I play in the moment adapting and looking for weaknesses, and area domination. To me, that is dom and cts, though cts has the added statue element to think about, so you don't necessarily need to dom the most spawns to win at the end of the game. It's the KISS principle.
http://www.multiwinia-ladder.net/viewmatch.php?m=4593
New record. 11 statues
- Imeanunoharm
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jelco wrote:Unranked Ladder Server is up. Have fun playing unranked games on it.
Jelco
Thats an oximoron.
Unranked LADDER server. To be on the ladder is to be ranking......
I think the label needs a little tweak. Maybe Unranked Dedicated server up?
"Now, stop being a douche to the newbie, and run along."
xander
xander
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RabidZombie
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