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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - Competitive & eSports

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State of the Shazbot 2 - Competition Rules

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 State of the Shazbot 2 - Competition Rules 
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HiRezBart
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Post State of the Shazbot 2 - Competition Rules
Hello!

We are now on the business side of release and it is time to really get down to it figuring out how all of the new server flags that are available can/should be configured to create the best playing field for our tournaments.

The benefit of having a unified rule set is that as new partners and tournament providers can easily pick up Tribes: Ascend and integrate it into their offerings without too much theory crafting. It will also provide a baseline for competitive play and rulesets to iterate off of.

Baseline Ruleset - 7 Man CTF:
    25 Min Time Limit
    10 Min Overtime
    120 sec Warm Up
    1 Sniper per team - Server setting
    1 Shrike per Team
    1 Tank per team
    No Strikes
    Call-In Inventories do not give new Loadout, only Ammo
    7 Caps to win CTF
    Naked Spawn - Solider with no upgrades
    50% Friendly Fire **Subject to change to 100% if desired by players
    Deployables not gen dependent
    No Generator Regen
    No Base Upgrades
    Destructible Inventory Stations
    No respawn time

There are currently servers with the following ruleset enforced, except for line items in orange. These will be included in the next patch. The servers are marked "Competitive Rules", I would encourage you to try them out! Destructible inventory stations will be included in a later patch.

Note: Device limitation will not be server side. It is safe to assume a minimum 2-4week period between introduction of any new content and its competitive viability to allow for teams to learn new items/maps and to allow for re-balancing if necessary.

Tribes: Ascend will be spread across many platforms in the near future and rule-set solidarity is very important to making this scene grow! I'd like to finalize a first pass rule-set no later than Friday, 4/27/2012.

Please give feedback in the thread about this ruleset. Please temper any responses with actual play-time! Some things I'd like to see discussion on (however, everything is fair game!):

++ Cost of Vehicles
-- Currently, vehicles cost 1 credit and are limited by number per team
-- Should vehicles have a cost, if so, What?

++ Number of caps
-- This will likely move to map dependent from serverwide, what maps should have what cap limit.

++ Naked Spawn
-- Known Issues: Spawn points, Always naked or only naked when gen down? Solider or Pathfinder?
-- PTH/SOL/JUG spawn in with "kit-out" required for other classes?
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Fri Apr 13, 2012 2:52 pm
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Post Re: State of the Shazbot 2 - Competition Rules
why don't u just let me and mabel do this for you? It would probably be a lot faster.
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Fri Apr 13, 2012 3:00 pm
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leadingrunner


Joined: Wed Nov 16, 2011 12:11 am
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Post Re: State of the Shazbot 2 - Competition Rules
Naked spawns kinda suck from a spectator standpoint, but comp is about players first spectators second so.....
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Fri Apr 13, 2012 3:02 pm
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Frost
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Post Re: State of the Shazbot 2 - Competition Rules
Prior to testing speculations:

[*]Inventories need to be separate from gens
[*]Calldown inventories supplying just ammo will be useless, who runs out of ammo consistently
[*]Naked soldier vs 3 Raider/HO won't take back gens
[*]1 Credit vehicles = opposite of what we want
[*]When vehicles get upped in price, people will just spend all their credits on buying their shriker/tanker vehicles since inventories will be useless as gen dependent/ammo only
[*]Ruleset will nerf defense more than it already is

That being said, this is a placeholder and I intend to test these rules out and suggest stuff later on
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Last edited by Frost on Fri Apr 13, 2012 3:10 pm, edited 1 time in total.

Fri Apr 13, 2012 3:03 pm
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Talespin

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Posts: 40
Post Re: State of the Shazbot 2 - Competition Rules
I don't think naked spawns should be in any rule set for a while, it needs a lot of work and playing with still.
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Fri Apr 13, 2012 3:05 pm
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Artymisss


Joined: Mon Dec 26, 2011 6:11 pm
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Post Re: State of the Shazbot 2 - Competition Rules
I am wondering why it changed back to 7 man when it was already voted on (at leasy by gameshrine) to be 8 man.
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Fri Apr 13, 2012 3:10 pm
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dodgepong
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Post Re: State of the Shazbot 2 - Competition Rules
Quote:
++ Cost of Vehicles
-- Currently, vehicles cost 1 credit and are limited by number per team
-- Should vehicles have a cost, if so, What?


Shrikes and tanks are too strong, period. They are inordinately powerful, and take an inordinate amount of effort to stop them. The band-aid fixes, so far, have been limiting them to one per team, and there have been hopes of INCREASING their price to make them harder to get. Making them cost 1 credit is a terrible idea. They need to be nerfed to hell if they are going to cost 1 credit.

I'll try to refrain from derailing the conversation into shrike/tank balance which has already beed discussed elsewhere at length, but the fact is that tanks and shrikes are broken, and if nerfing them isn't an option, then they need to be more expensive or banned in competitive play.


Fri Apr 13, 2012 3:29 pm
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-Thea-


Joined: Sun Sep 25, 2011 5:53 pm
Posts: 1621
Post Re: State of the Shazbot 2 - Competition Rules
Tanks will be nerfed just by having friendly fire on, so that should be taken into consideration when coming up with increased cost IMO. Edit: Whereas shrikes generally go after a single target, tanks are good for shelling the flag stand, scrambles for the flag, etc. With FF on, tank drivers will need to be much more selective about their shots to avoid killing their own teammates.

I'm not really a fan of naked spawns, shrug.
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Fri Apr 13, 2012 3:36 pm
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drloser


Joined: Sun Oct 24, 2010 6:16 am
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Post Re: State of the Shazbot 2 - Competition Rules
Call-In Inventories do not give new Loadout, only Ammo <= then they are pretty useless, except for the turrets during the standoff. Well, why not, actually it's already the case.

Naked Spawn - Solider with no upgrades <= this may not work with auto-regen. It will be too difficult to get the gen back

No Base Upgrades <= turrets and radar will always be down. Too long to repair them and too short to destroy them

7 Man CTF <= we know why you want 7v7, and you know that almost everybody prefers to play 8v8

I don't understand why we need naked spawn to play competitively... Actually, 7v7 naked spawn is a completely different game. In my opinion, we need far more than 14 days to test these rules. I don't see the point to discuss these rules before testing them, but unfortunately you will have a very hard time to find volonteers to test them.


Fri Apr 13, 2012 3:59 pm
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Silverstar-
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Joined: Wed Sep 14, 2011 12:47 pm
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Steam Gamer Name: Silverstar
Post Re: State of the Shazbot 2 - Competition Rules
If the game is being ran as 7's I think the deployable invs need to be able to change a players loadout. Just increase the price for them. Otherwisw you're looking at having to put one player on constant gen duty, and if comp play is 7,s then you're either pulling one player from flag d to do it, which leads to an almost gurante grab for the opsing team, or you're looking at pulling a player from o to be on gen duty, which leads to a slower paced offense, which leads to a esport that isn't spectator friendly.

If u look how the game is now, teams already make sure the gens are almost constantly down, if you make it so we have to have gens up, teams have to counter by doing what I stated above. Soloution to that is like I said, increase cost of deployable invs and let them change players loadouts, or make comp play 8's
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Last edited by Silverstar- on Fri Apr 13, 2012 4:16 pm, edited 2 times in total.

Fri Apr 13, 2012 4:07 pm
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