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Old 02-28-2005, 09:00 PM   #16 (permalink)

 
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Re: Team Leaders

Quote:
Originally Posted by asch
Wyz... can you explain a bit more your "Captain Games" and how they might work in CS:S?
Captains is like the old basketball games in high school PE. Two people volunteer to be captains, they take turns picking teammates, then you play a map twice with the teams switching side for the second round.
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Old 02-28-2005, 09:28 PM   #17 (permalink)
 
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Re: Team Leaders

I like the "captain games" idea
(hopes he wont get picked last)
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Old 02-28-2005, 10:04 PM   #18 (permalink)

 
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Re: Team Leaders

Addict's comments about bomb-carriers being forced to come up with a strategy is why I don't like the assumption that the bomb-carrier will be the team leader. The reason being a leader is special is because, like anything else special, it is RARE. Many players flat out do NOT want to BE a leader, and I maintain that they should be allowed the choice regardless of whether or not they've been arbitrarily selected by HAL to spawn with a bomb.

Yes, I'm all for the guy with the bomb making the plans, but I want that to be the choice of him and his team.

"Captains Games" spawned from the Natural Selection community's knack for organizing a middle ground between random public server idiots and hardcore do-whatever-it-takes-to-win (read: CAL) competitive players. I'm just bringing the idea to PCS (as it was in the CS community before it hit the NS community).

Captains games are not so named because one player on the team calls the shots. They're so called because two captains are selected among and by the playerbase before the game begins. For it to "work", these captains must be known among the players and the captains must know the players' skills and strengths (and weaknesses). The role of the captains is to form their team one player at a time.

It's like dodgeball in grade school... everyone gets to be the fat kid eventually, but captains choose players one at a time and balance the strengths and weaknesses of all players present so that the resulting teams are, ideally, both equally prepared to take on the opposition. The team selection generates a kind of comrodery or, at the very least, a focus on teamwork that isn't so easily common in other games.

After the teams are selected, a few minutes are taken (on the NS server, this varies with the patience level of all involved and can range from 90 seconds to 10 minutes) for each team to discuss strategy. CSS' design will require that a round is going on during this planning time, but that's fine since we're all regulars and can just sit in our spawn and discuss (and, if planning demands it, perhaps move around the map conversing (amongst only our own teammates) and not attacking the opposition). Once both teams annouce they're ready, an admin will change the map, all players will join their respective teams, and it's off the the races.

In NS, we play two games, switching sides between games... but this isn't NS so we'll all eventually decide what we like and do it.

More later, but that's the gist. It's very popular on the NS server because, above and beyond the amazing games that mod and our playerbase provide, the NS Captains games are CRAZY WACK NUTS team-based, which makes everything THAT MUCH more fun.
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Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future.
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Old 02-28-2005, 11:09 PM   #19 (permalink)
 
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Re: Team Leaders

Quote:
Originally Posted by Wyzcrak
Addict's comments about bomb-carriers being forced to come up with a strategy is why I don't like the assumption that the bomb-carrier will be the team leader. The reason being a leader is special is because, like anything else special, it is RARE. Many players flat out do NOT want to BE a leader, and I maintain that they should be allowed the choice regardless of whether or not they've been arbitrarily selected by HAL to spawn with a bomb.
I disagree with your first paragraph Wyz. I like the "pulling on all players to occasionally step up and lead". To be fair, I don't like to lead. I never played a commander on NS, and disliked the authoritarian air that seemed to me to go with the position, esp from a common players position. In contrast, I *like* to occasionally propose a strategy in CS. I figure, 7 minutes is small enough that my not-so-developed strat is worth giving a shot to. I like hearing people who don't normally speak up give a word or two on where they want to go at least. This gives them the fealing of being part of the team. They don't have to be the best leader in the world. They don't have to be "special". They just have to try with me, and I'll follow them. They don't have to come up with ins and outs, if's and thens. The ones that DO come up with in depth strategy, GREAT. I'm in. The one's that don't, that just say on aztec "we havn't been doors in a while, let's catch 'em that way".. BAM. that's'a plan for me. IF they say nothing, after 15 seconds of silence, we WILL throw together a plan, and in this game that isn't as "deep" or "strategic" as NS, that's *OK*.

If you want "captains", play in the CS:S tourney. I bet there will be LOTS and LOTS more. I love it. I love the long standing team. I love the ability to get together with them ahead of time and plan, even if that "plan" consists mostly of nothing more than agreeing on place names and getting used to each other's styles(two items that are IMPORTANT, btw, not discounting them!!!! And there is much more that can (and has) be/been done). I love the figureing what map is next, what we'll do TOGETHER on defense and offense.

But that is the tourney. I have no desire to play that way all the time. And if we HAVE the tourneys, that repeat, and grow in attendance, I see no reason to play with "captain" games that often. To be perfectly honest, if we didn't have the tourneys, I'd be interested occasionally. But only occasionally, and here is why: I play for FUN. I want a team of EQUALS. I don't care if we are the most EFFICIENT, EFFECTIVE, etc. I want to just be a team, and strive for a common purpose, TOGETHER. That's why I hate the idea of exalting one person over all the others I think.

I get that you are proposing just "choosing teams". That it only lasts "2 changes of the map(best to 9 I assume, assumption only)". But some of the things I LIKE about our NIGHTLY CS is the quick and dynamic nature of it! Sometimes the teams are stacked, and you are heroicly resisting the 7 best shots on the server(ok, never seen THAT happen, but I'd be willing to try!), other times you get teams whose play styles are ALL sneaky and slow... drive the other side NUTS. GOOD. Crazy strategy? Everyone calling you whacked for suggesting such a thing? Man, I'll try it with you. Since we aren't risking anything but a round and our good names(LOL. right), what's the harm?

I like a teams of equals. I like randomness in promoting fun times and unexpected circumstances. I like everyone to be involved in all positions. I like dynamic events. I like the way our nightly server is evolving.

And you know what? I *LIKE* the structure, planning, stability, team choosing, and strategy discussion of the TOURNEY. And would like to keep it there, and keep expanding and revisiting it, as is sure to happen. It is too popular, and a great draw to TG.
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Old 03-01-2005, 12:25 AM   #20 (permalink)

 
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Re: Team Leaders

I'll make a note to not propose a captains game in your presense.

You're saying the person with the bomb shouldn't be forced to come up with a strategy. I agree.
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Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future.
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Old 03-01-2005, 01:33 AM   #21 (permalink)


 
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Re: Team Leaders

Quote:
Originally Posted by Wyzcrak
You're saying the person with the bomb shouldn't be forced to come up with a strategy. I agree.
Me too. But it's very nice that it defaults to the bomb carrier. It allows everyone, even the fat kid, to be leader if they want to...
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Old 03-01-2005, 08:26 AM   #22 (permalink)
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Re: Team Leaders

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Originally Posted by CingularDuality
Me too. But it's very nice that it defaults to the bomb carrier. It allows everyone, even the fat kid, to be leader if they want to...
Speaking as the fat kid

I usually defer to the more experienced players... but most players I've played with defer to the bomb... even if grudgingly...
It's nice to get heard when you've gotten somebody who has become a control freak and isn't listening to other ideas...

That, and when at that moment we actually listen to the "new guy" with the bomb... I think it helps them get it when the other players will actually work "his" plan...
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Old 03-08-2005, 02:34 PM   #23 (permalink)


 
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Re: Team Leaders

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What I do mind is people complaining when we lost and it seems they did everything in their power to not follow orders or work as a team. That's one of the reasons I was not sad to see that FireWater guy go.

He expected clan level performance from his team and even if we did everything he asked and we still lost: it was all our fault and none of it his.
sounds like an elitist. I agree with the team leaders, but what about those that just start telling everybody what to do all the time. Usually non members. It creates confusion most of the time.
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Old 03-17-2005, 01:42 PM   #24 (permalink)
 
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Re: Team Leaders

It's a good idea, but what of the newcomers with no mics? A thought..

-Mom
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Old 07-26-2005, 10:31 AM   #25 (permalink)


 
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Re: Team Leaders

I just wanted to bring this post back.

Team leaders will usually try to become the active strategists, whether their plans fail or succeed. Be a man and tell them their plan ISN'T working and we should try something new if it's the case. If it is working try to tweak it so it works even better or just use it again and again till you have it mastered. It's the first way to shift planning from one person to another. Then you can all discuss different plans and get something working.

Everyone should be helping with the given plan to the best of their abilities. Then discuss afterward. You get 7 minutes a round!
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