Welcome To P8ntballer.com
The Home Of European Paintball
Sign Up & Join In

Suggestions for standard major league PB

Wadidiz

EnHaNcE tHa TrAnCe
Jul 9, 2002
1,619
0
0
73
Stockholm, EU
Visit site
Originally posted by Stefu
1. Keep it 10 minutes for 7-man. Most games are under 7 minutes though, but it would be nice to have the extra time. Or if game time is shortened add couple of more games per team.

2. Worth a try. Flags are not needed anyway.

3. Agree.

4. Totally against this, win is a win no matter if takes 2 or 7 minutes, or you lose 1 or 6 of your own players.

5. Agree, just count wins, losses and ties as in other sports.

6. Against this. As we have seen nettings are not the same at every tournament. Also the space between the field boundary and netting is "safe" area for netting clamps and wires. It keeps the spectators a little further from the field too.

7. Agree.

I really don't understand all the talk for short and aggressive games and small fields. Take a look at some Pig Tv's NXL games, how interesting are those? Break out, massive shooting, take couple out, keep shooting and walking while taking out the remaining opposition. Best games I've seen have involved cool moves, skilled snap shooting, even some stealth on the sup'air field. And yes some of the games have lasted almost 10 minutes (RL - BL Ironmen Toulouse finals last summer, anyone?).

What I'd like to see is limiting firepower, because at top level this game is heading to be a paint dumping contest.

Stefan / Cyclone
I like the idea of limited paint but we all know that ain't happening on any big scale.

I honestly miss and would prefer to play 25 minute games on a couple of acres of woodland where we could take our time and probe, do some major crawling (with the benefit of total camo), move entire squad to the opposite side of the field, etc. But that is just one of many formats, like this one we're proposing.

Steve
 
R

raehl

Guest
Yes, I read your post... did you read mine?

There are 10 seconds left in the game. The last player in Team A eliminates the last player on Team B and high tails it to the flag station.

Situation A: He makes it - his team gets 100 hang points, the other team gets 99 "This took forever" inverse points.

Situation B: He doesn't make it - both teams get 0 points.

Why does team B get MORE points for LOSING? You're giving people a strong point motivation to throw games towards the end, as losing and getting 80+ points is better than fighting to a stalemate.

What if team B needs the 99 points to make finals? Why are they dependent on the other team choosing to hand the flag to make it?

Even if you just split the points in a stalemate, it still doesn't work - stalemate both teams get 100 points (if you throw the flag pointsin tehre as well), otherwise both get 50 when they could have both gotten close to 100 - again, teams have a motivation to throw the game instead of fighting to a stalemate.

And PLEASE don't say the answer to a bad scoring system should be a worse "Throwing games will be prohibitted!" rule.

- Chris
 

Wadidiz

EnHaNcE tHa TrAnCe
Jul 9, 2002
1,619
0
0
73
Stockholm, EU
Visit site
Re: Re: Re: Suggestions for standard major league PB

Originally posted by Baca Loco
1--of course you are. You haven't responded to the winning/losing question but instead are focused on spectators presumed interest.
And everybody in the NFL ought to be the St. Louis Rams cos all that offense is obviously the most fun you have watching. Oh, unless you want to win a SuperBowl.
2--So what happens when there are still live opposition players on field and oops, buzzer push doesn't count cos hanging player was marked. Where does everyone alive go? Does anyone know? How is match resumed? Does flag pull count? Stopping the clock to check rewards the team that illegally hit the buzzer.
Btw, the answer is hang doesn't count and can't be re-hung.

PS--flag pull points? Ask Si. No doubt with some careful numeric calculations the appropriate total will be, say, 22.38 :rolleyes:
1. Teams go for points which are earned by pulling and hanging the flag and doing it in short time. As in today's non-X-ball major tournaments, the teams try to get as many points as possible in order to move to the next level. Nothing radical here. We just reward speed and keep the point-counting simple.

2. The flag-hanging rules would be exactly the same as with current NPPL rules. It's about time peeps learned what to do in all those situations. If flag-carrier has a hit, and there are active players left in the game, the flag gets rehung. At the moment the flag is rehung the game clock is started again.

3. I think 25 is good.
 

Baca Loco

Ex-Fun Police
Re: Re: Re: Re: Suggestions for standard major league PB

Originally posted by Wadidiz
1. Teams go for points which are earned by pulling and hanging the flag and doing it in short time. As in today's non-X-ball major tournaments, the teams try to get as many points as possible in order to move to the next level. Nothing radical here. We just reward speed and keep the point-counting simple.
So, once again, are you saying 5 fast wins is better than 8 slow wins? Since you want to keep it simple just answer that question. :p

PS--you're already trying to spin this concept so hard it's making me dizzy.
 

Red_Merkin

IMHO
Jul 9, 2001
1,418
0
0
Montreal
Steve, i think some of these ideas are fantastic. Anything that speeds the game up is a good thing. Shorter more intense games, (more games too?) are definatly the way forward, but you really need to simplify everything.

I like the idea of center flag, shorter games, points for grabs and bonus points for winning quickly, and points taken off for penalties.

I feel that bonus points should be given for winning in under 3 minutes, and a lesser amount for under 5 minutes.

I also think bonus points should be given for first hang.

Forget the body count points, that stops lower ranked teams from going out to get head count.
 

Wadidiz

EnHaNcE tHa TrAnCe
Jul 9, 2002
1,619
0
0
73
Stockholm, EU
Visit site
Re: Re: Re: Re: Re: Suggestions for standard major league PB

Originally posted by Baca Loco
So, once again, are you saying 5 fast wins is better than 8 slow wins? Since you want to keep it simple just answer that question. :p

PS--you're already trying to spin this concept so hard it's making me dizzy.
Yes, that's what the format calls for. It rewards fast games. As I said earlier, it is no different than Mill 7 and NPPL 7, you go for max points to get ahead. What's so hard about that?

No spin. I really don't care that much. Just a rainy May 1 idea that is fun to think about. And the more I think about it the more I want to try it.
 

Baca Loco

Ex-Fun Police
Originally posted by Wadidiz
1--Yes, that's what the format calls for. It rewards fast games. As I said earlier, it is no different than Mill 7 and NPPL 7, you go for max points to get ahead. What's so hard about that?

2--No spin. I really don't care that much. Just a rainy May 1 idea that is fun to think about. And the more I think about it the more I want to try it.
1--Not hard. Just ridiculous. OK, I've had my say.:)
2--Right. Thread title sorta puts the lie to that. :p ;)

PS--don't have enough PB to keep you busy now, eh?
 
R

raehl

Guest
And..

That would also totally not work unless you played everyone in our bracket and were only compared to people in your bracket for advancing to the next round.

What I would suggest, if you're really bent on changing the scoring, is:

Up to 50 points for the hang
Up to 15 points for the first "pull"
Up to 35 points on bodies - 4 points for eliminations and 1 for lives.

Elmination points are sort of like hang points, as the flag hang is really a formality since virtually everyone clears the field before hanging. So let the base points for the "win" come from eliminations. Let the points for how FAST you win come from the pull and the hang - say the pull is worth 15 points for the first 60 seconds, and then loses 1 point of value every 6 seconds after that, effectively becoming worthless after 2:30 has elapsed. Let the flag hang be worth 50 points up to 2:00, then lose a point of value every 6 seconds after that, effectively becoming worthless after 7:00 (when the game ends - if you're doing longer games, just redraft the times to compensate.)

I think this scoring does a VERY good job of reflecting each team's performance during the game. Teams that dominate other teams will get lots of points, teams that get spanked will get nearly none, and games which are fairly close will have points that are fairly close.

Great game: You pull the flag at 0:45. (15 points). You thwomp the competition, and hang the flag at 2:10 (49 points) and only drop 2 bodies (5 points). Elims: 28 points. Total Score: 97. Them: 8.

Average Game: Pull the flag at 2:00 (5 pts), hang at 5:00 (20 points), and drop 4 bodies (3 points), plus 28 for elims, you'd get a score of 56. Them: 16.

Stalemate: You grab the flag at 1:30 (10 points), but things get bogged down and it's 2 on 2 when time elapses (elims: 20 points, lives, 2 points). Score: 32. Them: 22.

Stalemate, 7 on 7: Nobody even touches the flag. Everyone plays tight, still 7 on 7 when time elapses. Score: 7. Them: 7. You stinking pansies.

Note that scores for teams that lose players doing something are significantly higher than scores for teams who sit on their butts for the whole game.

So you reward teams who are agressive, but you ALSO always reward teams who PLAY BETTER.


Hrm.. now that I've written this out, I *REALLY* like it.


- Chris