just a quick question/comment to get some of your brains churning. Some of the maps that are traditionally very defensive maps (assault, beach, even ice for example) will be even tougher to set times for in shrub play...mainly because of the presence of mines. ie. in sub you could try to mine the sub with tons of mines, but the offensive team can get there while you're setting them. assault, on the other hand, you could hypothetically go 6 engy's, everyone mine the radar, and then revert to a regular defense without the offense even coming close to getting to the objective.
these defensive heavy maps have shown to have drawn out some long games before in some great, evenly-matched OSP matchups. for this league, maybe we should consider either turning mines off to prevent this stuff from happening, or switching to a CAL type scoring format of when there is 2 full holds, it results in a point for both teams, as opposed to the current format which allows for matches to go on and on because ties in SW mode count as nothing.
Post edited by greatone at 11/24/2004 1:14:50 AM
these defensive heavy maps have shown to have drawn out some long games before in some great, evenly-matched OSP matchups. for this league, maybe we should consider either turning mines off to prevent this stuff from happening, or switching to a CAL type scoring format of when there is 2 full holds, it results in a point for both teams, as opposed to the current format which allows for matches to go on and on because ties in SW mode count as nothing.
Post edited by greatone at 11/24/2004 1:14:50 AM