Originally posted by TmBwm740
Before we start...............
80 minute game clock. Four 20 minute quarters=two 40 minute halves.
20 minute half time.
Offense and defense.
70 yard field end to end. 125 feet wide. (Just think 20 yards longer than an X-Ball field)
Scoring/gameplay:
Two teams of five start at their endzone strectching across the field. One of them is defense and the other is offense. The offense has one person with a special jersey and his job is to carry the flag to the opponent's endzone that stretches across the field. The other four on offense is to help him get there without getting shot. The defense is supposed to hold them off by shooting all the offense before any of them have time to go back onto the field. That's right.........Both offense and defense have ressurection. When a player is shot, he/she runs back to their endzone. Once in the endzone, they wait for one minute, then go back in. This way, no one team should dominate from the start. This can also creat suspensful situations. Once the offense brings the flag to the defense's endzone, the clock stops and they switch offense/defense. They do this until the clock runs out. There is a break between every offensive drive up the field. If the offense shoots all the defensive players before any have a chance to regenerate, at any time, the offense restarts their drive, but they can't score a point by doing that. They have to get the flag into the endzone. And they can only hang the flag if their is at least one defensive player left. This makes it so that the flag hang is actually the exciting part, like a point in other sports. If the defense does what they should and shoots all the offensive players, then they get the flag and start a drive on offense. But, if the offensive flag carrier gets shot, he drops the flag where he is and either the offense can retrieve it and sustain the drive, or the defense can take it, and then they'll be on offense.
I think you must have read the USPL format rulebook.
We used the 'players start anywhere in the end zone' in 2000. Works great.
Our field was 200 by 120; the end zone (start area) was part of the play area once play started.
200 foot distance puts everyone just within range from the start of the game, so its a good distance. 120 wide gives plenty of spread for flanking moves. Its really the 'ideal' size of a competition field.
We used 3 periods of 7 minutes each: you need to take over-all game length into consideration, and 3 7 minute periods give you a total game time of 1 hour.
Offense and defense don't work - and here's why: the defense is too strong. They don't have to 'risk' anything, while the offense has to put everything at risk to score.
Your regeneration time won't work either - waiting one minute will leave a whole lot of players standing in the end-zone doing nothing.
Sorry to be so critical, but most of what you've mentioned has already been done nunmerous times and isn't used because it doesn't work. I could take you to game-design school to show you why, but it essentially comes down to giving too much strength to one team, which leads to players taking their best tactical approach, which leads to sitting still.
(Why would I risk pushing my flag carrier forward until I've eliminated a substantial portion of the defense? If my flag carrier is that important, then I'm faced with trying to mount a 4 offenders versus 5 defenders attack, which is almost always doomed to failure, so I sit. Since the defense doesn't have to do anything, they sit too.)
Regeneration? You could use that in some kind of format that utilizes eliminations for points, but your regen time needs to be shorter (tagging up is all that's required), you need a way to get rid of old hits that doesn't slow things down (never happen) and there you go - no game.