ChowTOdust
05-17-2004, 06:29 PM
My premise is that extended turtling time is not fun. Particularly if it is nigh impossible to break (but on the flip side less bad if it is hard to turtle well). Anyway... I've done a quick search and will paste some quotes from ppl talking about the issues surrounding this subject, which I think has not been fully addressed. At least not openly.
Here are some ideas
taken from: http://www.tribalwar.com/forums/showthread.php?t=228507&page=1&pp=20
forcefields on bases
Make an artificial boundary (visible or otherwise) on the doors to bases that causes the flag to bounce off the player (a la T2 OOB grid) back into the playing field.
auto-return timer
I'd suggest having a timer that begins only after the second team's flag is taken (when the stalemate actually begins). The timer would continue to tick away until a flag is returned and if neither flag gets back to its stand within the timeframe, both are automatically popped back to their stands.
The trick is to determine an acceptable time for a stalemate to exist before it begins to adversely affect gameplay.
turtling is boring?
Watch IE vs 5150 on RD. One big mad turtle - 2 of the very best teams in T1 playing to a stalemate. I'm sure the result was unsatisfying for both sides regardless of outcome (1 to 0? don't remember). Does it matter that it was "somebody's fault?" Not at all.
An automatic return adds urgency and creates diversity in gameplay while preserving the turtle as a viable tactic (say for 5 mins max).
but there are different kinds of 'turtling'
ive seen stalemates go for 5 mins+ but that doesnt mean there was a lack of action, lots of drops & pickups by both teams. I think that is where the auto return isnt needed. In situations where niether team is getting a good crack at the flag, the timer is a good idea.
mojotooth points out that cappers will line up for the auto-return, and proposes an adjustment (from http://www.tribalwar.com/forums/showthread.php?t=203791 )
Won't work because cappers will be inbound to snag the flag as it is returning. You need to randomize the return time somewhat so that neither team is able to anticipate when it happens. And don't give warning either, simply return both flags at some point after x amount of minutes + some random number of seconds.
Some people also argue that stalemates is largely a fault of map design, heres a thread where the specifics about that are discussed: http://www.tribalwar.com/forums/showthread.php?t=272495
regarding turtling; avoid choke points in bases
Now here are some out-of-the-box ideas (which are not so turtle specific, but worthy of notice imo) taken from CTF Plus (http://hope.oznet.com/pjsite/showitems.php?i=26) :
When an enemy player drops your flag in the field it will not return after 46 seconds like it does in standard CTF. It will sit in the field for 10 MINUTES before automatically returning. So you better pick it up and bring it back to your flag stand before the enemy gets around to grabbing it again.
If the flag is dropped in "Lava" it will return in 3 seconds. So no dumping your flag in the lava in an effort to keep people from taking your flag.
If the flag is dropped in "Water" the return timer is shortened to 1 minute.
First of all I hope IG note the shortening of return timer when flag is in water/lava. If indeed they think it shouldn't be something to take advantage of...
I think it's an interresting system CTF Plus uses about having to take the flag all the way home, but that is probably, if ever, only suitable for very very small maps and like 4 players per side I would think.
But BACK TO TURTLING
questions:
Is turtling a tactic that should be left open to be taken advantage of?
But what if there are bad extremes? (I for one can't foresee how the TV packs will support turtling).
Is an auto-return system a good solution? (If so I think it should be a random time, after 5 min for example, with a clear announcement).
IG: How easy is it to turtle in T:V?
Is the flag disc-able (can it be disced into hard to reach spaces)?
Here are some ideas
taken from: http://www.tribalwar.com/forums/showthread.php?t=228507&page=1&pp=20
forcefields on bases
Make an artificial boundary (visible or otherwise) on the doors to bases that causes the flag to bounce off the player (a la T2 OOB grid) back into the playing field.
auto-return timer
I'd suggest having a timer that begins only after the second team's flag is taken (when the stalemate actually begins). The timer would continue to tick away until a flag is returned and if neither flag gets back to its stand within the timeframe, both are automatically popped back to their stands.
The trick is to determine an acceptable time for a stalemate to exist before it begins to adversely affect gameplay.
turtling is boring?
Watch IE vs 5150 on RD. One big mad turtle - 2 of the very best teams in T1 playing to a stalemate. I'm sure the result was unsatisfying for both sides regardless of outcome (1 to 0? don't remember). Does it matter that it was "somebody's fault?" Not at all.
An automatic return adds urgency and creates diversity in gameplay while preserving the turtle as a viable tactic (say for 5 mins max).
but there are different kinds of 'turtling'
ive seen stalemates go for 5 mins+ but that doesnt mean there was a lack of action, lots of drops & pickups by both teams. I think that is where the auto return isnt needed. In situations where niether team is getting a good crack at the flag, the timer is a good idea.
mojotooth points out that cappers will line up for the auto-return, and proposes an adjustment (from http://www.tribalwar.com/forums/showthread.php?t=203791 )
Won't work because cappers will be inbound to snag the flag as it is returning. You need to randomize the return time somewhat so that neither team is able to anticipate when it happens. And don't give warning either, simply return both flags at some point after x amount of minutes + some random number of seconds.
Some people also argue that stalemates is largely a fault of map design, heres a thread where the specifics about that are discussed: http://www.tribalwar.com/forums/showthread.php?t=272495
regarding turtling; avoid choke points in bases
Now here are some out-of-the-box ideas (which are not so turtle specific, but worthy of notice imo) taken from CTF Plus (http://hope.oznet.com/pjsite/showitems.php?i=26) :
When an enemy player drops your flag in the field it will not return after 46 seconds like it does in standard CTF. It will sit in the field for 10 MINUTES before automatically returning. So you better pick it up and bring it back to your flag stand before the enemy gets around to grabbing it again.
If the flag is dropped in "Lava" it will return in 3 seconds. So no dumping your flag in the lava in an effort to keep people from taking your flag.
If the flag is dropped in "Water" the return timer is shortened to 1 minute.
First of all I hope IG note the shortening of return timer when flag is in water/lava. If indeed they think it shouldn't be something to take advantage of...
I think it's an interresting system CTF Plus uses about having to take the flag all the way home, but that is probably, if ever, only suitable for very very small maps and like 4 players per side I would think.
But BACK TO TURTLING
questions:
Is turtling a tactic that should be left open to be taken advantage of?
But what if there are bad extremes? (I for one can't foresee how the TV packs will support turtling).
Is an auto-return system a good solution? (If so I think it should be a random time, after 5 min for example, with a clear announcement).
IG: How easy is it to turtle in T:V?
Is the flag disc-able (can it be disced into hard to reach spaces)?