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Squad Wars returns with a more robust ruleset. After the poll we found most people just want to play with their friends so Squad Wars will remain a hands off approach to balancing. The team building rules are here. Read them and ask your friends and build your team! For now we are only looking for teams of 10. Matches will be organised by myself GDI_Martok in discord, which will take place on Fridays, Saturdays or Sundays during Pug times/and or before/after. Team building rules 1. Players can only be apart of one team. Players themselves get the final say on if they want to be apart of the team. 1a. Players can only be apart of different category teams. A single player can be in a team of 10 and a completely different team of 6. But not in two different teams of 10. (Other categories may come at a later date) 2. There is no restriction on who can be on your team. There's no balancing, play with your friends. 2.a You can have one or two player reserves if you wish but not necessarily needed, (see rule 4) 3. Team names are required and must not be offensive, racist or discriminatory. Organizers get final say on what is and isn't okay. 4. In situations of missing team members for matches, or no shows. Reserve players will be picked on the day from a reserve list. 4a. Reserve list players, would be players not apart of any team that are available. 4b. In cases of both teams needing a reserve player. Both teams would be asked who they want. 4b a. In cases where both teams want one player, the reserve player gets final say on which team to join. 4b b. Reserve players that fill in for a specific team regularly may be asked to officially join. 5. Team leaders must submit their team name and player list to the TA forums. Games play in Squad Wars matches will have different settings than Publics or Pugs. Here are the settings. Match settings Starting with 0 credits. No crates. Harvester dump $600. Super weapons disabled until 45 minutes into the game. Pedestal is disabled. Game ends at 1 hour. Victory condition at time expire will be team that has done the most building damage (only applies to permanent health.) Team donations begins 10 minutes in. Game Rules. 1. No rude/toxic Behaviour, No flaming, No trolling. 1a. Be respective to organisers, and the opposing team. 2. No cheats, exploits, or bug abuses. If its not intended, Its likely not allowed. (see list below for details.) -No reverse APC speed. -No drifting tank. -No abusing the invisible bug -some exploits will result in a ban from the game. You have been warned. 3. Show up on time, being more than 20 minutes late without prior warning will lead to a reserve player being used. 3a. Once the game is started players will not be switched around in cases of late showers arriving. Reserve players will not be replaced mid match. 4. No rage quitting. Play your matches till their end. 4a. Exceptions are unexpected IRL issues emerging or having told the organisers before the match starts that you need to go. 4b. However repeated use of 4a will have consequences at the organisers discretion. 5. Map Vetos is to be done before any games are played. See Map pool & selection for more info. Map pool & selection. Map pool will be split into two sections. Starting map pool and expanded map pool. The starting map pool will be a list of small maps that will serve as the first map for any series of matches that will be played. Starting map pool. Snow. Oasis. Walls. Canyon. Field. There are two ways the starting map can be picked. 1. Both team commanders/leaders agree on the map to play. 2. Random generator picks the map at random. Same applies to which faction each team plays. 1. Both team commanders/leaders agree on which faction their team plays (both pick different factions.) 2. Coin flip / random generator picks the factions. Both teams have the ability to Veto 2 maps out of the series. Once a map is vetoed it is removed from the pool entirely for this series. This must be done before any games are played. Clarification, maps from the starting or expanded map pool can be vetoed but each team only gets 2 vetos. After the first game is played, teams will be allowed to pick from the expanded map pool. Maps previously played or have been vetoed are removed from the pool. Expanded map pool. Snow. Oasis. Walls. Canyon. Field. Islands. Lakeside. Under. Hourglass. Tomb. Cliff side. Crash site. Forest. Mines. Outposts. Volcano. Whiteout. After the first match, one team will be able to pick the map while the other team picks their faction on the map. This is switched after the second game. The team that lost the first game gets to decide if they want to pick the next map or pick their faction for the second game. The team that wins the best of three wins the series.
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I would like to use radio buttons or the Q ability to positively respond to a crisis. Is this possible somehow? When we hear cries of ! defend the power plant! it would be great to hear some responses from the team. I kinda can use : Affirmitve! but that is so general it gets lost in the information clutter. maybe somethings like this? : Im on my way, or Responding to Power plant... . I see a problem! I am on that problem! Problem solved! or BAck UP requested! Especially in small player count games these types of back and forth responses could really communicate a lot and enable a small team to be aware of what the other players are doing. It might help when small player count is on a Big map.
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This post is about the many ways that players use the game. It is NOT about players say in chat. This is primarily just a thought exercise. Player Voice in this post, is about the many ways players express themselves thru their actions and choices. In this context, if i buy a med tank i am expressing myself in the game. If i choose to add a repair gun to my character, If I put down a solid mine plan, or randomly leave them on the field - that is my Player Voice. I would like to see the game continue and expand the Player Voice which it has provided so well. The first incarnation of this I think of, may have been the ability to place proximity mines. Myself and many other players have enjoyed the freedom and flexibility and Voice they allowed. If i see there is a threat from a X direction i can place more mines at X door. (no wonder so many "discussions" result from mine placement! - Let my voice be heard!) RenX has continued this fine tradition with the addition of AT mines, Q spotting, air strikes, etc. Nice! The Essential theme i wish to bring up for discussion is -- The more you give Players Voice the more enjoyable the game becomes. If this premise is acceptable, then the question that should always be considered in every decision about implementation of features is: Does this decision maintain or increase Player Voice ? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~d Some example subjects: When servers offer the option to rebuild destroyed turrets, then that is another option for Player Voice. Recently i posted an idea to allow a bounty to placed on an enemy player. Generally well received. I mention it because I now realize that part of the appeal for me in this idea, is the High Degree of Player Voice that this would allow. I am not here to pitch the bounty idea again, but i think it is what lead me to this line of thought. If i can i donate towards goals i am given Voice. The rise of commander powers is another area to consider in this light. Is there any way to shift some of the Commander abilities to the players - so as to allow them more voice? In some sense the choice of a commander is when players are willing to give their Voice to someone else. Not too bad. I like how commander abilities can be used to increase the game action or the game conclusion. If any of that can be shifted back to the players it would increase our Voice, for example. To some degree the removal of Pedestal was a loss of Player Voice.
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I have been out of the game for awhile, so please pardon this request to rehash the subject of timed matches. Please feel free to share your thoughts be they positive or negative about the subject. I myself always loved the game play, but i also recognize that it is not currently viable. I would like to understand the situation better, and ideas may drop in this thread. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q.1. Why do players not like this game mode? I Love it! I hear some talk about the game being interrupted. I don't understand this. Q.2. Didn't we used to have 3o min games? I prefer them shorter than 60min. did players push it to be longer? Q.3 Would there be any support for a designated time in the week where we try to play timed?