Just a reminder for those who end up holding replays.. please hold them until the war is completely over. Lodeous will be combining them all into a coherent video upload for everyone to see when it is done. It is going to be awesome! Even better if lodeous, ski, and gobbles are able to get in on it together
So again.. please do not erase your archived replays at least until the war has been uploaded to youtube. If you need archive slots get together with ur team mates if you can't afford some on your own. Archive slots are relatively cheap. Thx guys. Have fun
Just to expand on my idea and use some of the above.. the balance vote is important. There could even be a scale indicator or hud of some kind showing the favor. 3 races so a triangle graph could show on the map info when looking at a map. Similarly, the voting could be 4 options on a triangle orientation for the vote (instead of thumbs) at each angle could be a race and the center could be a thumbup. Choosing a race would mean that you feel the map leans toward a bias for that race. The center would mean you considered it a good balance.
Also, to add some more to the existing vote system.. you know how some console games have preset chat messays since you can't type? Like "way to go!" Or "@$#!%" or "you suck!"
Well, similar to any survey you may have taken there could be mandated preset feedback that comes with a vote. So if you down vote you have to pick a reason why before it is counted. The reasons would be brief.. i.e. "low money" "imbalanced" "ugly" "not symmetric" "too big" "don't like tile color" etc..
They could be anything.. but even brief feedback allows for an author to revisit a map and work to make it better for players. One of the biggest griefs about the voting system is getting down thumbs but no reason why.. at least with brief preset feedback options we can get a better idea of what the community temperature is. Map authors want you to enjoy the map for the most part. Unless it's a joke why else make one? Getting feedback in this way is simple and overall would aid in better quality maps being made as well as lend credence to some votes that occur.
What if we had a system where voting is intuitive toward the map using the existing system? What I mean is this..
In the map editor under map properties we could have a map classification system. This way the author can determine the voting pool the map should be in. The options would be
- competitive (generally the maps intended for the rated pool
- fun play (could name it something else.. but these are the "for fun" non rated intention maps)
- specialty (this section would contain all other kinds of maps such as map templates, jokes [like dead monk detroit], or oddball maps such as some of my own in the grand war [really not meant for play outcomes the way the game normally works]
Then when the map is published, it will remain in those voting categories for its lifetime. Each category will have a differing rate schedule potentially.. but this way players can vote on a true feeling of the map against the actual map intention. Rated pool maps will require a play before vote. Fun maps do not. Specialty maps do not, but due to their category can never become rated. This way players can show they really like an idea without worry of the map concept getting into rated.. just some thoughts.. anyone want to expand on this idea?
The strike initiated by the spy remains a secret because it was not initiated in the first trial run. I can tell you that it is not a dice throw or calculation. Other than that you will have to wait and see.
Using the thief without foreknowledge of cards will result in a dice throw for selection of theft. Theft will not be known by the one being stolen from.. thieves are very sneaky. Should a team use an ability to acquire knowledge of cards before a theft then yes you will get to choose. Only one card can be stolen by a thief. Also, be careful when you decide to reveal certain information as you only have one moment to do so.
The main pairings will be done to associate team squads in the nearest ranking to afford a balanced fight. This will be a best effort but not a guarantee. The mains will proceed with 3 main matches. They will be named "main12, main23, main31". They will involve 1 squad from each team in each main. Thus my balance effort. The midway fights are sequential. They will begin with the same squads immediately following the close of the main just before it. The final is described in prior posts. Please check page 1. However, to reiterate, the presence of a team in finals depends on the outcome of elimination. Midway matches are the elimination round. You may lose a main but fight through midway to make it to final and turn the whole game on its side.
The time of use "match setup" means that before a mission is structured you must tell me that your skill/rcard is to be used. This is the one opportunity to do so for those with this time of use. The anytime time of use can be enacted at any point but you must tell me in order for me to record the time slot and confirm in the final replay which is shared for confirmation.
The medic is a unique role. For the medic, due to the nature of the ability, he MUST be present for his ability to be used. Present in the actual match. So, as a result, I will allow the medic to be deployed in response to knowledge of Rcard use. This will cause one of the selected players to be exchanged. Only the player will be exchanged for the medic, not the race selection. So be cautious in your deployment. The player swapped to the medic will be the choice of the medics captain. A tough choice for sure. The requirement of presence in a match for ability use in pretty much only on the medic. For other abilities with the "at setup" tou, their abilities may be used without their presence in the actual mission.
Were not going to mirror anything here. It is one time chance. Lots of missions will occur.. lots. So my advise is don't get hung up on a loss. Drive on.
With sirbakesalot suggestion I have no issue. I can do the dice roll and state the map. Captains will confirm their soldiers and races for the mission. If no abilities or Rcards are deployed the mission will be setup at that time and I will post the criteria. Once the criteria is posted it is locked. The mission will proceed and then recorded into the war chest once a replay is shared for verification. Btw, the winning team will hold the replay as this makes the most sense.
Also, once the war begins there will be no objection to the method allowed. Now is the time to post an opinion. Thank you
Once a team picks up a merc they will fight for that team for the entire tournament.
The argument from the last attempt was that tournaments and randoms don't allow you to have fore knowledge of a map before it starts and so, here I should be the same. However, before this begins we should all agree on the preferred way.
I don't have any issue with receiving the race choices based on mission type being communicated beforehand. However, on some missions there may be a fixed race. In these cases I will let you know before hand. Choices based on mission type as opposed to the exact map may be a middle ground. Please chime in with your thoughts.
reset and open to entry.
first come first serve.
once seats are full it will start
If you want to be in the war reply here with your applicant information:
*sign up as a merc (No openings)
*sign up as a squad (3 names) (No openings)
*sign up as a team (6 names) (No openings)
This event does not have an entry cost.
The event is CLOSED to new entries at this time.
RECORD OF EVENTS - THE GRAND WAR
~~Intermission~~ Intermission period has closed
[MIDWAY21] Team 1 Victorious
[MIDWAY32] Team 3 Victorious
[MID13RACE10, NONE, Team 1 (raised their flag first)] Map: GW-Cold Sprint
[MID21EXTRACT10, NONE, Team 1 (successfully stopped the extraction)] Map: GW-Isolated
[MID32ASSA10, NONE, ONGOING] Map: GW-Tundra
[MID13EXTRACT20, NONE, Team 1 (rescued a prisoner)] Map: GW-Compound
[MID21SUPPLY20, NONE, Team 1 (held the most supplies at match end)] Map: GW-Frozen Railway
[MID21EXTRACT30, No naval R1, Team 1 (stopped the rescue)] Map: GW-Compound
[GRINDER01, NONE, Team 1 (defends the assault)] Map: Grinder [RAID]
[GRINDER02, NONE, Team 2 (defends the assault)] Map: Grinder [RAID]
[GRINDER03, NONE, Team 3 (defends the assault)] Map: Grinder [RAID]
[MID21EXTRACT30, NONE, Team 1 (stops the rescue effort by killing the prisoners)] Map: GW-Compound
[RIFTS31R41, NONE, Team 1 (survives the strike)] Map: Twine [STRIKE] //TEMPORAL RIFT//
[RIFT31E20, NONE, Team 3 (rescues their war strategist)] Map: GW-Rescue //TEMPORAL RIFT//
[PFstrike21], NONE, Team 2 (strike success)] Map: Disasterpiece [STRIKE]
[PFstrike31], NONE, Team 3 (strike success)] Map: Disasterpiece [STRIKE]
[F4Strike13, No Mecha2 R1-6:No Naval/No Heli R5-11, Team3 (strike failed)] Map: Disasterpiece [STRIKE]
[FINAL] Team 3 victory
RECORD OF EVENTS - THE GRAND WAR
[MAIN23EXTRACT25, NONE, Team3 (Stopped the extraction)] Map: GW-Convoy
[MAIN31RACE25, NONE, Team3 (raised their flag first)] Map: GW-Hamburger Hill
[MAIN12RACE30, N/A, Team1 (team2 forfeited by failure to provide soldiers for the mission)] Map: GW-Cold Sprint
[MAIN23ASSA30, NONE, Team3 (killed the war strategist)] Map: GW-Guarded2
[MAIN31SUPPLY30, NONE, Team3 (had the most supplies at match end)] Map: GW-Brazillian Wax
[MAIN12DEATH35, NONE, Team1 (captured an enemy base first)] Map: GW-SuddenDeathChallenge
[MAIN23EXTRACT35, NONE, Team3 (stopped the extraction)] Map: GW-Convoy
[MAIN31EXTRACT35, NONE, Team3 (successfully rescued their engineer)] Map: GW-Rescue
[MAIN12RACE40, N/A, Team2 (team1 forfeiture by selection timeout/dual deployment of soldier)] Map: GW-Hamburger Hill
[MAIN23SUPPLY40, NONE, Team2 (held the most cities at game end)] Map: GW-Brazillian Wax
[MAIN31RACE40, NONE, Team1 (raised their flag first)] Map: GW-Chimera
[STRIKE31ROUND41, No heli R1 No heli R6, Team3 (strike success)] Map: Twine [STRIKE] //TEMPORAL RIFT//
[MAIN12DEATH45, NONE, Team1 (captured a base first)] Map: GW-NoTimeToExplain
[MAIN23SUPPLY45, NONE, Team3 (held the most cities at game end)] Map: GW-Frozen Railway
[RAID02, NONE, Team1 (The raiders were defeated)] Map: Raidius
[RAID03, NONE, Team2 (The raiders were defeated)] Map: Raidius
[RAID04, NONE, Team3 (The raiders were defeated)] Map: Raidius
[MAIN31DEATH45, NONE, Team1 (captured a base first)] Map: GW-Sludge
RECORD OF EVENTS - THE GRAND WAR
COLOR KEY:Rcard Started Finished Result
[Captains have submitted their role selections]
[The war begins]
[main12] Team 1 VICTORIOUS
[main23] Team 3 VICTORIOUS
[main31] Team 3 VICTORIOUS
[MAIN12DEATH5, NONE, Team2 (captured first)] Map: GW-NoTimeToExplain
[MAIN31RACE5, NONE, Team 3 (raised their flag first)] Map: GW-HamburgerHill
[MAIN23BLACK5, NONE, Team3 (repelled the assault)] Map: GW-Kodiak
[RAID01, NONE, (the raiders were defeated)] Map: Raidius
[MAIN12SUPPLY10, NONE, Team2 (recovered the most supplies)] Map: GW-Bad Aim
[MAIN23DEATH10, NONE, Team2 (captured first)] Map: GW-Sudden Death Challenge
[MAIN31ASSA10, NONE, Team1 (Killed the war strategist)] Map: GW-Guarded
[MAIN12SUPPLY15, NONE, Team2 (team1 surrendered)] Map: GW-Crash Site
[MAIN23EXTRACT15, NONE, Team2 (extracted)] Map: GW-Escape
[MAIN31SUPPLY15, NONE, Team3 (recovered the most supplies)] Map: GW-Brazillian Wax
[MAIN12RACE20, NONE, Team2 (raised their flag first)] Map: GW-Cold Sprint
[MAIN23ASSA20, NONE, Team3 (killed the war strategist)] Map: GW-Guarded
[MAIN31EXTRACT20, NONE, Team1 (stopped the rescue attempt)] Map: GW-Rescue //TEMPORAL RIFT//
[MAIN12BLACK25, NONE, Team1 (repelled the assault)] Map: GW-Koka
[team1] VS [team2] Approx. 7 missions each
[team2] VS [team3]
[team3] VS [team1]
[team1] VS [team2] Approx. 3 missions each
[team2] VS [team3]
[team3] VS [team1]
[team?] VS [team?]
<Team Name> BENZENE BERSERKERS
<Team Captain> lodeous
<Squad A> FuzzyEukaryote, Nsps, Porphyr
<Squad B> Lodeous , Gr8m8, Mystogan // Masteryoda
Note: Mystogan quits Uniwar and abandons the field. Masteryoda is eligible for the prize.
<Team Name> JUSTICE LEAGUE
<Team Captain> Scout73
<Squad A> Scout73, Desinternauta // Gunfighter, Lextalionis
<Squad B> Ice Princess, Dont_be_the_nail, Catalyst
Note: Desinternauta quits Uniwar and abandons the field. Gunfighter is eligible for the prize.
<Team Name> BAKED CATS HUSTLE EDUCATED MINDS
<Team Captain> Sirbakesalot
<Squad A> Sirbakesalot, Bakes, Mindpower
<Squad B> Clumsy Cat, stetsonlawboy, HustlerOne
Miamimoose - 100UC -- hired
San6g8 - 100UC
Angkor - 300UC -- hired
Paul5678 - 200UC - hired
Sloan - 100UC
Vivacious - 200UC
th1whoknocks - 100UC
Ironklad - 100UC
Duaneski - 200UC -- hired
Gout - 300UC - hired
Eathan - 100UC
Zardecil - 100UC
TheImpaler - 300UC
Roadkill - 100UC
Gunfighter - 200UC -- joins the fight for team 2
In this mission, one team is ambushed by the enemy. The only option is escaping the battlefield. The criteria for how to escape will be explained in the map description.
In this mission, one team has a VIP (very important person) they need to protect. The enemy team must kill him within the time frame to win. The VIP will be a single unit.
In this mission, teams will fight each other for resources. Whichever team sits ON TOP OF the most cities by the end of the match will win. Ties will be broken a Tie-breaker calculation. This calculation weighs the number of team members alive, rounds played, and kill credits vs spent credits to arrive at a final battle figure. The higher number wins.
In this mission, losing even 1 base will mean a loss.
In this mission, teams will race each other for control of a strategic territory. The first to get their flag raised will win.
In this mission, one team will be in control of a base on the battlefield. The enemy team will need to work quickly to overwhelm the base and gain control within the time frame.
Raids can occur at any time. Raids will be assaults by players who are not on one of the three factions. Raids will be [team?] VS [raiders]
When raids occur is at the whim of the controller.
Winning a raid will award +0.5 war points.
Losing a raid will award -0.5 war points.