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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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TDM maps are too short

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 TDM maps are too short 
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Gheeta


Joined: Sun Jul 24, 2011 3:08 pm
Posts: 4
Post TDM maps are too short
Tdm maps feel too short, it feels like im spending more time in the score/loading screen than actually playing. I would suggest increasing the required frag count to 200. I wonder do others actually feel the same way or am i alone on this? :)


Wed May 16, 2012 2:38 pm
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SkepticTA
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Joined: Mon Dec 06, 2010 7:41 pm
Posts: 3062
Post Re: TDM maps are too short
They aren't always quick, but yes sometimes it amounts to a 5 minute slaughter. Raising the count would be nice, then we'd see some games that actually run the clock down and judge by points. They could also just eliminate the kill limit and have it count up instead of down, giving the win to the team with the most kills at the end, ensuring full length games.

We did similar on our MoC custom server for CTF, raised the cap limit to 10 and lowered the clock to 20 minutes (no overtime). A busy day there will be a nice series of 20 minute games.
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Wed May 16, 2012 2:48 pm
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Gheeta


Joined: Sun Jul 24, 2011 3:08 pm
Posts: 4
Post Re: TDM maps are too short
SkepticTA wrote:
They aren't always quick, but yes sometimes it amounts to a 5 minute slaughter. Raising the count would be nice, then we'd see some games that actually run the clock down and judge by points. They could also just eliminate the kill limit and have it count up instead of down, giving the win to the team with the most kills at the end, ensuring full length games.

We did similar on our MoC custom server for CTF, raised the cap limit to 10 and lowered the clock to 20 minutes (no overtime). A busy day there will be a nice series of 20 minute games.


That is a great idea. This way there would not be those super short matches at all.


Wed May 16, 2012 2:59 pm
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Sartredes
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Joined: Fri Apr 20, 2012 9:00 am
Posts: 6
Post Re: TDM maps are too short
Gheeta wrote:
SkepticTA wrote:
They aren't always quick, but yes sometimes it amounts to a 5 minute slaughter. Raising the count would be nice, then we'd see some games that actually run the clock down and judge by points. They could also just eliminate the kill limit and have it count up instead of down, giving the win to the team with the most kills at the end, ensuring full length games.

We did similar on our MoC custom server for CTF, raised the cap limit to 10 and lowered the clock to 20 minutes (no overtime). A busy day there will be a nice series of 20 minute games.


That is a great idea. This way there would not be those super short matches at all.


Maybe, but if a team is getting its ass seriously kicked for 20 minutes in a lop-sided (player-skillwise) game, that sounds like a drag for both sides. At least when a game ends in 5 minutes there is usually some team jumping that makes the next match closer.


Wed May 16, 2012 3:06 pm
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IronKane

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Joined: Fri Jan 08, 2010 7:07 pm
Posts: 497
Post Re: TDM maps are too short
I don't play it as much lately, but I've always thought adding a bigger incentives to NOT running away with the flag would greatly improve the game play. The super short matches are usually a result of one side having a pathfinder with the flag running laps around the perimeter and the opposing team never trying to get possession or were unable to.

When the carrier makes a kill, give the team 3 points instead of 2 and double or triple the personal points. Also give points to others on his team that are making kills against those directly attacking the carrier. Not sure exactly how they'd do it, but something like distance and whether or not the enemy player inflicted damage on the carrier. Also personal points for staying within a certain distance of the carrier when defending him.

Team Deathmatch by definition is kill everyone on the enemy team and they added the flag as an incentive towards team work. Right now it would be more aptly named "Team Rabbit" as it is being played exactly like Rabbit but with teams instead of you vs everyone else.


Wed May 16, 2012 3:23 pm
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SkepticTA
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Joined: Mon Dec 06, 2010 7:41 pm
Posts: 3062
Post Re: TDM maps are too short
Rather than award points per time unit, holding the flag should award the FC 3x kills (and points), but not the rest of his team. Then there is individual incentive to get the flag and stay in the fight.
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Wed May 16, 2012 4:45 pm
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HoserRaze


Joined: Sun Apr 29, 2012 8:43 pm
Posts: 87
Post Re: TDM maps are too short
I certainly feel that longer TDM matches would be nice. Right now for me, TDM isn't much more than a way to quickly get my first win of the day, and some dueling practice.


Thu May 17, 2012 9:44 am
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ShockWavec
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Joined: Sat Sep 10, 2011 6:52 pm
Posts: 624
Location: Dome City .003 /Medic Sector
Post Re: TDM maps are too short
Tdm is very short.. adding a higher kill limit would be better, i just use capture and hold for dueling practice nowadays. lol
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Thu May 17, 2012 9:48 am
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