Shake Appeal
Member
As an aside to the argument Eazy/Ghaleon are having, I always thought 1-Flag/1-Bomb should play with a "sudden death" ruleset. First team to take the lead out of a round (which consists of one turn at offence and one turn at defence) wins.
So if you start on defence, fail to defend, and then fail to score on your turn (i.e. fail to equalize), you lose. If you manage to score, the game goes on.
And if you start on offence, fail to score, and then fail to defend on your turn, you lose. If you manage to defend, the game goes on.
If three rounds (six turns) go by without a winner being called, the game is a tie.
Result: minimum two turns each, no redundant/meaningless turns, tension and stakes are raised for each turn as it is played, and a tie is far less likely (given a gametype that works, i.e. not 1-fucking-sided-VIP).
For turns of e.g. 2.30 minutes in length, the total game is minimum five minutes, maximum fifteen minutes long.
So if you start on defence, fail to defend, and then fail to score on your turn (i.e. fail to equalize), you lose. If you manage to score, the game goes on.
And if you start on offence, fail to score, and then fail to defend on your turn, you lose. If you manage to defend, the game goes on.
If three rounds (six turns) go by without a winner being called, the game is a tie.
Result: minimum two turns each, no redundant/meaningless turns, tension and stakes are raised for each turn as it is played, and a tie is far less likely (given a gametype that works, i.e. not 1-fucking-sided-VIP).
For turns of e.g. 2.30 minutes in length, the total game is minimum five minutes, maximum fifteen minutes long.
Yes, this could still be a problem on the second turn of the third round. However, depending on how Bungie "reward" you for results (is it bonus cR? do we have clarification on that?), you can give teams more for an outright victory and less for a tie (e.g. in soccer, you get 3 points for a win but only 1 for a tie). This motivates both sides.Kapura said:K, lets say for the first three of four rounds that the score goes 1-1-1. The final defending team gets 1 xp whether or not the other team scores. They have no motivation to try on defence; they get rewarded either way.