I wanted to throw out a few ideas for TWBD, to see if anyone would be interested. Maybe not. Here's why maybe not:
Basing is my thing in TW. For the most part, if I'm going to play, it's going to be basing. But usually, it's going to be in pub, because there are a few things I don't like about the BD/?go base structure, stuff I think is pretty old-fashioned in terms of gameplay.
For one, the length of the matches to me turns every single one into a grind. By around the 2/3s mark, especially if it's a bit of back and forth, I'm always thinking: Wow, I wish I were doing something else. Anything else. Getting a root canal. Having my dog's anal glands expressed. I don't even have a dog and I'd rather be doing that than basing during the end of most competitive basing matches. Because either it lasts way too long (because it's very close), or it's just waiting around until the team that's dominating finally chokes off their opponents' last chance and ends the thing.
This is probably not a very popular opinion. For some (most?) die-hard basers, maybe the tension remains. But to me it's usually pretty lackluster. I'm used to this structure, too. I'm imagining trying to get a newbie excited about ?go base or TWBD. I can't really see how, given all the forms of highly-developed competitive gaming available, they would choose to throw their time into BDing.
I'm curious what people think about offering a few alternatives -- not replacements. Basing is arguably the core of TW, but we don't need to have the competitive version of it done in one very particular way. If both squads agree to play by alternate rules, there's no reason it can't count just as much as a normal basing game. Some options:
Any feelings on this? Again, these would just be options for basing. Not replacements for the old tried and true standard. But I think it could revitalize basing competition a bit ... hell, I might even want to base competitively ... heh.
Basing is my thing in TW. For the most part, if I'm going to play, it's going to be basing. But usually, it's going to be in pub, because there are a few things I don't like about the BD/?go base structure, stuff I think is pretty old-fashioned in terms of gameplay.
For one, the length of the matches to me turns every single one into a grind. By around the 2/3s mark, especially if it's a bit of back and forth, I'm always thinking: Wow, I wish I were doing something else. Anything else. Getting a root canal. Having my dog's anal glands expressed. I don't even have a dog and I'd rather be doing that than basing during the end of most competitive basing matches. Because either it lasts way too long (because it's very close), or it's just waiting around until the team that's dominating finally chokes off their opponents' last chance and ends the thing.
This is probably not a very popular opinion. For some (most?) die-hard basers, maybe the tension remains. But to me it's usually pretty lackluster. I'm used to this structure, too. I'm imagining trying to get a newbie excited about ?go base or TWBD. I can't really see how, given all the forms of highly-developed competitive gaming available, they would choose to throw their time into BDing.
I'm curious what people think about offering a few alternatives -- not replacements. Basing is arguably the core of TW, but we don't need to have the competitive version of it done in one very particular way. If both squads agree to play by alternate rules, there's no reason it can't count just as much as a normal basing game. Some options:
- Shorter amount of time needed during timerace. 10 minutes, 8 minutes, 5 minutes? You pick.
- Timerace with a short counter, but best 2 out of 3. So at most 3 matches, racing to 5 minutes.
- Unbroken hold: a bit like how pub and Distension both work. Hold base for an unbroken X minutes to win.
- Attack/defense: Team A is given the base to start. Team B starts in safe/spawn/wherever. The clock runs until B breaks A's hold by touching and keeping the flag for a very short time ... say, 5 seconds. Then it restarts, and Team B starts with the flag, with A trying to do the same, but within a shorter amount of time. If they can't do it, B wins the round. If they manage to beat the time, either they win, or (depending on what people prefer) the match restarts again, with B trying to get the flag from A again, to beat the attack time record that A just set. Back and forth until someone isn't able to do it. This would give a much more rewarding victory, I think, than just reaching a time limit, which is usually pretty anticlimactic, IMO, and often occurs while both teams have FR anyway -- there isn't the feeling of complete destruction.
- Ship Limitations: both teams agree to special limitations to keep things interesting. For example, only 1 spider, no spiders, no sharks ... no terrs? BDers like to say they're the best at basing, right? I honestly say they can't really prove that: they're the best at basing with a particular loadout during a timerace situation. Doesn't say much. Why not prove you're a better baser in so many new, unique ways?
- Capture points: this would require its own map. Rather than one FR, you have a series of points to defend. Only 1 is active at a time. The setup and scoring would probably be similar to attack/defend. Each capture point (basically a flag room) is a bit harder than the last to take. Back-capping might become useful/flanking would actually make sense, rather than rushing at the same stupid choke we've had in TW for YEARS, and which has taken down the skill level of TWers in base by focusing on obsession over a single shape. Yes, you can do TW settings & basing with different bases -- maybe even find that spider is not always the best basing ship, because the cram is an extremely specialized tactical situation.
- Push: If you're familiar with TF2, this would be the same as payload. Another attack/defense mode. The attacking team moves the point along a fixed path by being right next to it; the more next to it, the faster it moves. When it reaches the final point within the time allotted, the team wins (or, it would be time attack, and reversed to play for the other team). The path would have a variety of choke points, flanks, etc. Plenty of space to show off a larger variety of skill than typical basing allows.
Any feelings on this? Again, these would just be options for basing. Not replacements for the old tried and true standard. But I think it could revitalize basing competition a bit ... hell, I might even want to base competitively ... heh.
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