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The tie-breaker

Discussion in 'Capture the Flag' started by Ducksfan101, Aug 10, 2015.

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  1. Ducksfan101

    Ducksfan101 Well-Known Member

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    In the many games I played for CTF, some of the games are tied at the end. The current tie-breaker is based on kills. Why is it based off of kills when kills have nothing really to do with CTF? Most kills are mostly insta-kills. The majority of insta-kills are mostly performed by new people or some with little experience. I think there should be a different way of determining the tie-breaker. What are some of your ideas about this?
    Thx for reading
    -Ducksfan101
     
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  2. mikye

    mikye Well-Known Member

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    recoveries / steals / which team played the objective the most should determine tie breakers
    yes that's right that also includes sponge launches fires extinguished mobs killed hearts healed and more
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Rock - Paper - Scissors!
     
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  4. furtles

    furtles Well-Known Member

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    I think an overtime period would be cool. There's a lot of things that could be done with this. For example:

    Hardcore Overtime: 2 Lives, 1 Capture to Win
    Offensive-Oriented: Defensive Classes Disabled

    You get the idea. I agree there needs to be a different way of deciding a tiebreaker.

    As a simpler solution, maybe have the match counted as a tie (not a point)?
     
  5. Davegdragon01

    Davegdragon01 Active Member

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    all ik is there should be a different tie breaker
     
  6. BuIIy

    BuIIy Active Member

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    No one really bothers tho about which team wins or looses
     
  7. Chhimichanga

    Chhimichanga Well-Known Member

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    Lolwut.

    LuvyewDucks<3 xD
     
  8. Comm

    Comm Active Member

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    I like the idea of having the winner decided by the amount of time spent holding the flag, where the team with the longest time of possession wins.
     
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  9. Recovs

    Recovs Unknown Member

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    Maybe make the tie-breaker to first team to cap wins.
     
  10. furtles

    furtles Well-Known Member

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    The problem with ideas like that is the game has already ended in a tie, so it could drag on forever, and we don't want that. I like @Commodore_Coyote 's idea.
     
  11. GreenNature

    GreenNature Nature is Creative

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    The inexperienced players can make the difference. :wink:
     
  12. Recovs

    Recovs Unknown Member

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    That's why teamwork would be pushed even more, so they can cap faster.
     
  13. DJ_V5th

    DJ_V5th Well-Known Member

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    u mean that many players are playing for kills instead for capturing the flag
    three prospects:
    1. well one problem is that the flagrooms of brawl are very full (most 5-8 players) so that it is veeeeeeeery difficult to steal and cap
    2. the other problem is that some classes are still broken or you have 2 much players who play the same class (for example: i see 2 many ninjas and not so many medics. why???)
    3. the third problem is that you dont have so many teamwork. medics are at the wrong place or dont support their teammates
    /\
    I
    (my opinion)

    u know that i play for kills because i have fun killing ppl and supporting my team.
    the main difference is if you just kill random the whole game or if you kill random and try to support your team (headshot the enemy flagstealer, help guys in a pvp battle (1vs2 or more so that your teammates dont lose so many heards and can play longer))
    btw it is also very funny to make a little competiton with your friends and look who has the best stats after the game :smile:
     
  14. BAWSS5

    BAWSS5 Well-Known Member

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    The current method is very convoluted. If the game ties, then the team that has the most uber points should win.

    Uber points are calculated by adding all the numbers in the names of the members of the team, subtracting the square root of the numeric equivalent of the first letter of the first person and last person in the tab, dividing by the number of players who play Yu-Gi-Oh plus the amount of people with girl skins who aren't girls, and then multiplying by 6.5320932. The team that then has the least points gets 2000 points added per capture they've ever had, and then subtracts the total IQ of KollVenk.
     
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    #14 BAWSS5, Aug 10, 2015
    Last edited by a moderator: Jul 23, 2018
  15. iMuffles

    iMuffles Well-Known Member

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    Then both teams get infinitely negative points.

    In all seriousness, 2-3 minute overtime period, flags reset, kills are counted on the scoreboard instead of caps. If you do manage to cap, insta-win.
     
    #15 iMuffles, Aug 10, 2015
    Last edited by a moderator: Jul 23, 2018
  16. OrangeMan56

    OrangeMan56 Active Member

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    Only problem is most of the time the first caps are when the server is practically empty and no one is defending, so it's not always a great representation of skill or effort.
     
  17. BAWSS5

    BAWSS5 Well-Known Member

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    Pretty much. Then you just add each team's total kills and the team that's further from negative infinity wins.
     
  18. iMuffles

    iMuffles Well-Known Member

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    I don't think that's how infinity works
     
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