Overwatch Competitive Rules
ScrooLewse
12 Jan 2011
True competitive rules are a good idea for any mod because they make it easier for tournaments to be held, scores to be settled, and make it much easier to to gather information about how people play and the general ability of the community. And right now there are enough active member on the official forum to where we can get a varied sample of how people want to play should they play competitive, but not too many to where no one can agree and it schisms three or four confusing rule sets.
On this topic I was hoping to get the input of die-hard Overwatch fans, creative minds, and a combination of the two some people call "The Developement Team" to decide on rules for the game when people want to know who's better. In order to do this there are things that need to be agreed-upon:
What defines the skill of an Overwatch?
How seriously should competitive rules be when enstated?
Once we have a good idea of how this works, I'll start a vote for these answers and ask the next batch of questions.
On this topic I was hoping to get the input of die-hard Overwatch fans, creative minds, and a combination of the two some people call "The Developement Team" to decide on rules for the game when people want to know who's better. In order to do this there are things that need to be agreed-upon:
What defines the skill of an Overwatch?
- Number of units used?
- Time it takes to defeat Rebels?
- Should there be map-specific determinents?
- What if every Overwatch loses?
How seriously should competitive rules be when enstated?
- Spoken rules?
- Should there be a judge present in spectator?
- Should it be a server-side mod?
- Should it be coded into the game itself?
- Do there need to be maps made specifically for competitive play?
- Are there any other ways to engage competitive play?
Once we have a good idea of how this works, I'll start a vote for these answers and ask the next batch of questions.
ChromeE
18 Jan 2011
I really don't know how one would measure the skill of the overwatch player, because there are many factors influencing it. theres the number of resistance players, the skill of the resistance players, and the map the overwatch is playing on. If anything i think it should depend on the number of rebels and the time it takes to defeat them, and probably the skill levels of the rebels the overwatch is facing.
Quenquent
19 Jan 2011
Something very hard to balance. The best way is to choice some judges who know :
-In how many time the Overwatch win.
-Discutions of the Rebels during the game.
-The Overwatch strategy.
-More ?
With this, we can do some team fight (community group fight).
-In how many time the Overwatch win.
-Discutions of the Rebels during the game.
-The Overwatch strategy.
-More ?
With this, we can do some team fight (community group fight).
ScrooLewse
21 Jan 2011
Quenquent, on 19 January 2011 - 11:37 AM, said:
Something very hard to balance. The best way is to choice some judges who know :
-In how many time the Overwatch win.
-Discutions of the Rebels during the game.
-The Overwatch strategy.
-More ?
With this, we can do some team fight (community group fight).
-In how many time the Overwatch win.
-Discutions of the Rebels during the game.
-The Overwatch strategy.
-More ?
With this, we can do some team fight (community group fight).
I think we just have to bite the bullet and make everything relative. That smooths-out the Rebel side of the equation, and I don't think you should be judged on how well you do as Rebel because that would stifle teamwork and make the Overwatch's job many times easier.
Then there was how much the Overwatch wins, I think that can be solved by making him either making him win every time, or lose every time.
A combination of specialized maps and server-side mods made to support said maps in which either the Overwatch has to eliminate the Rebels faster than any other Overwatch, Overwatch has to resist the (sometimes respawning) Rebels completing a certain set of objectives for as long as possible, the Overwatch has uphold a certain set of objectives for as long as possible, or a combination of the latter two.
For a start, OW_Ravenholm could be remade into this style of gameplay.
Just remove the timer, enable all perimeter explosives, and remove the poison zombies (they're too much of a wild card and could easily make victory a matter of luck.)