Burn wrote:I personally found it was really only geared towards the lower levels, as that's where the bulk of players are. There's probably not much that can be done about that though.
Psychout wrote:Burn wrote:I personally found it was really only geared towards the lower levels, as that's where the bulk of players are. There's probably not much that can be done about that though.
This was raised a few times that I noticed.
Maybe we could set ranges for individual the hunts? (for example: The second bout would limited to commanders that have at least 1 level 11?)
sprockitz wrote:
Lessen the in-activity time required for targets...I'm thinking at least 2 missions in the last 24 hours. With the current setup it'd be smart (but unspirited) for teams to purposefully keep a bot inactive for the 1st 47 hours of a round. They may get the 1st 11 but who cares if you aren't sending #12 in?
I'd say if enough players are signed up on both sides limit to players who are signed up as targets (that way everyone is aware of the activity restrictions). If not you'd need to verify that all target bots are active (say last 5 tournaments are all within 48 hours)...just so you can't chose someone and try to win through the 24 hour inactive capture.
Like this last round Kurn only plays 6 bots (on rare occasion he'll put others in if he logs on twice in close proximity and his primary 6 are in the CR chamber).
Wingz wrote:His servos bring all Naval Strikes 'Cons to the yard
Dragonslayer wrote:sprockitz wrote:
Lessen the in-activity time required for targets...I'm thinking at least 2 missions in the last 24 hours. With the current setup it'd be smart (but unspirited) for teams to purposefully keep a bot inactive for the 1st 47 hours of a round. They may get the 1st 11 but who cares if you aren't sending #12 in?
I'd say if enough players are signed up on both sides limit to players who are signed up as targets (that way everyone is aware of the activity restrictions). If not you'd need to verify that all target bots are active (say last 5 tournaments are all within 48 hours)...just so you can't chose someone and try to win through the 24 hour inactive capture.
Like this last round Kurn only plays 6 bots (on rare occasion he'll put others in if he logs on twice in close proximity and his primary 6 are in the CR chamber).
I was gonna say something along these lines. Two days is a long time to wait to see if a player would be inactive or not. 24 hours is probably the maximum I would set the limit at.
Psychout wrote:Burn wrote:I personally found it was really only geared towards the lower levels, as that's where the bulk of players are. There's probably not much that can be done about that though.
This was raised a few times that I noticed.
Maybe we could set ranges for individual the hunts? (for example: The second bout would limited to commanders that have at least 1 level 11?)
steve2275 wrote:was fun
steve2275 wrote:was fun
Burn wrote:I'm never clicking any of your links ever again.
Burn wrote:High Command is an arsehat.
Wrecking Poof wrote:It was really fun and suspenseful! The only thing that was a bummer was how some people got captured before we could start our search. I know it is a mix of different log in times and players maybe not keeping track of beatdowns, so it is all fair. Another thing I noticed was that high level players didn’t get much of a chance to participate unless it was in the hell missions. I don’t have any suggestions on how to improve anything I just wanted to share my experience lol. I think this was a cool idea and there is a lot of potential for capture games.
Burn wrote:I'm never clicking any of your links ever again.
Burn wrote:High Command is an arsehat.
Yes, the higher levels (but also the very low levels) were very limited in what they could do. Red has also made this point and Sprok would definitely have found that too.Burn wrote:I personally found it was really only geared towards the lower levels
Burn wrote:"power round"
These ideas I really like. Give the factions a chance to play a single extra card on a round to gain an advantage, or make it more open for the 5th and final. I'll look out for a few ides as well as the ones listed above and see what we can come up with.Red wrote:have both factions announce their final target should it come to round 5.
I didn't realise you only had 10 members. If the doubles are named beforehand, this would make perfect sense.sprockitz wrote:loosen the criteria on which teams can be chosen to teams with at least 6 members
Chance [sic] the start time for rounds
Yeah, that was my bad. For some stupid reason I originally put it at 6am my time. No idea what I was thinking there, and it was hastly chanced to midday which wasn't much better.Wrecking Poof wrote:The only thing that was a bummer was how some people got captured before we could start our search
Not so sure about this as. The achievement of capturing a whole team was an important part of the game for me.Red wrote:48 hour [limited time] bouts
sprockitz wrote:Lessen the in-activity time required for targets
Dragonslayer wrote:Two days is a long time to wait
The logic behind the 48 hour rule was so that a faction couldn't pick a barely active team and claim it a day later, the excessive time was to avoid gaming the system as such. I see now it wasn't needed.Burn wrote:I'd also back a reduction to at least 24 hours.
This might be the best solution, these games are designed around the principle that forum participation is required, but allowing non-signed up targets also added to the defenders job of working out who was being captured, which I think made the hunts more fun.sprockitz wrote:...if enough players are signed up on both sides limit to players who are signed up as targets
I'll take a look at a way to do this, as this would have definitely helped us when we chose Kurn.sprockitz wrote:If not you'd need to verify that all target bots are active
Burn wrote:First and foremost, it was fun and highly successful.
sprockitz wrote:this looks like it was a lot of fun. sorry i missed it.
Dragonslayer wrote:it was a lot of fun! Great to see everyone come together in the forums
steve2275 wrote:was fun
Overwatch wrote:Otherwise:steve2275 wrote:was fun
Wrecking Poof wrote:It was really fun and suspenseful!
Thank you. I am immensely proud that so many of you enjoyed it and that both sides got so involved. This sort of thing is what keeps me coming back to this game and running this stuff.High Command wrote:da
High Command wrote:As a way around this I propose an alternative for future games:
Each round have 20 targets, as before decided upon in advance, in secret in the faction forums. The 20 targets can be from any team but must feature 2 from each level from L1 to L11 but no more than 3 from the same team. This way everyone should be able to get a shot at a target each round and with more targets spread over more players, the rounds may last longer too.
Psychout wrote:High Command wrote:As a way around this I propose an alternative for future games:
Each round have 20 targets, as before decided upon in advance, in secret in the faction forums. The 20 targets can be from any team but must feature 2 from each level from L1 to L11 but no more than 3 from the same team. This way everyone should be able to get a shot at a target each round and with more targets spread over more players, the rounds may last longer too.
This would probably be better as a separate game, in the style of a tactical targeting exercise. The current version targets commanders and deployment, this is more of a cross between a scalp and scavenger hunt.
This is not in any way a criticism as it sounds like a fantastic idea, but think it would probably differ too much from the style of the version we just played.
Burn wrote:I'm never clicking any of your links ever again.
Burn wrote:High Command is an arsehat.
Redimus wrote:News:
The news post disappeared about 2 days before the start of the tournie. If there isn't an option for stickied news on the side bar of the site (then Ryan should seriously think about that), we need to have each round newsified upon it's start. I feel participation will be greatly improved by constant and visible reminders site wide.
**** 'em. You're the site admin and responsible of both sets of staff. More importantly though, you are the only staff member that is part part of the HMW community (with exception of 'Sid, but I think Cry is the only one of the RPG crew that can post news).Burn wrote:It doesn't help as well that I'm constantly yelling at them to leave the **** forum work to the forum staff, only for me to then turn around and post a HMW news story. I'm waiting for the calls of hypocrisy.
Psychout wrote:**** 'em. You're the site admin and responsible of both sets of staff.
Sharkticon-Tooth Chainswords
Psychout wrote:Sharkticon-Tooth Chainswords
Wrecking Poof wrote:It was really fun and suspenseful! The only thing that was a bummer was how some people got captured before we could start our search. I know it is a mix of different log in times and players maybe not keeping track of beatdowns, so it is all fair.
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