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View Poll Results: How long should be a round?

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  • Use the default round time limit

    2 5.71%
  • 1.5 times longer than default

    12 34.29%
  • 2 times longer than default

    17 48.57%
  • 2.5 times longer than default

    1 2.86%
  • 3 times longer than default

    3 8.57%
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Discussion: Red Orchestra: Ostfront / Red Orchestra - Map and Mod Development - Round Time Limit on Server #1 - Tzefanya has completed his first mutator for our Red Orchestra servers! This mutator allows us
  1. #1

    Strag's Avatar

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    Round Time Limit on Server #1

    Tzefanya has completed his first mutator for our Red Orchestra servers! This mutator allows us to do a few different things, but for this poll we'll only consider one: Round Time Limit. This is the time limit for a single round on a given map. It is a value that is coded into each map by the map developer. The mutator works in a way that allows us to alter this time limit as a multiplier of its default value. So, if we choose a value of "2y" for the Round Time Limit y on Arad, the Round Time Limit for that map will be increased from 20 minutes to 40 minutes. Various multiplier values for Arad would give round time limits of:

    1y = 20 minutes (the default)
    1.5y = 30 minutes
    2y = 40 minutes
    2.5y = 50 minutes
    3y = 60 minutes

    Since each map has a different time limit, this multiplier would affect each map in a different way. What we'd like to know is how much of a multiplier we should use. Should we use a multiplier of 3y, but only play one round per map? Should we use a multiplier of 1y, and continue to play the best two out of every three rounds per map as we've been doing?

    Keep in mind that on some maps, playing longer rounds would likely make the number of reinforcements available to each team very important (and possibly the deciding factor in the map).

    Please vote and post your thoughts, especially regarding how many rounds we should play per map if you voted for a choice other than the default round time limit. This would be for use on Server #1.
    Last edited by Strag; 03-23-2006 at 06:26 PM.

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  3. #2

    aculle01's Avatar

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    Re: Round Time Limit on Server #1

    I went with the 3x because I believe on certain maps, especially the urban maps there is a sense that you need to rush to the final objectives because your side took a bit too long on the first objectives. I have only seen a side run out of reinforcements once since the game came out.

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  5. #3

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    Re: Round Time Limit on Server #1

    I voted 2x for starters, we can readjust if necessary.

    Also, I'd go with the "one and done" since (3) 40 minute games on the same map would be a little much.
    Tac-D

    "You talk the talk. Do you walk the walk?"




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  7. #4

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    Re: Round Time Limit on Server #1

    Yes, 1 hr...

    One thing I always enjoyed about playing BF2 with TG is that the battles actually develop into fights with realistic ebb and flow. Chokepoint stalemates and long, bitter defenses are actually fun and tactically challenging to be a part of.

    I hope this will translate to RO as well. There have definately been a few rounds where I thought the battle ended waaay to prematurely and the combat was only really starting to get intense.


    Do or do not, there is no try....
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  9. #5

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    Re: Round Time Limit on Server #1

    If were going to keep the best of 3, I think 1.5x should be the upper limit.

    If we go with 1 round per map, then I can see going for 2x maybe 2.5x. An hour long map sounds like a bit much for the maps we have, but we won't know till we give it a try.

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  11. #6

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    Re: Round Time Limit on Server #1

    Gotta remember that the longer the game goes on, the longer the defending team has to defend their objectives. And, generally, the defending team cannot gain back lost objectives.

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  13. #7

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    Re: Round Time Limit on Server #1

    Quote Originally Posted by Tac-D
    I voted 2x for starters, we can readjust if necessary.

    Also, I'd go with the "one and done" since (3) 40 minute games on the same map would be a little much.

    Agreed!



    A good man stands up for himself. A great man stands up for others.

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  15. #8

    TychoCelchuuu's Avatar

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    Re: Round Time Limit on Server #1

    Quote Originally Posted by TG_Santa
    Gotta remember that the longer the game goes on, the longer the defending team has to defend their objectives. And, generally, the defending team cannot gain back lost objectives.
    Exactly. This game is less fluid than Battlefield 2: it's set up so that the attackers have to keep moving. If we increase the time limit, attackers can take their sweet time in getting objectives. Konigsplatz will go from a frantic charge to an easy win for the Soviets. In fact, most maps will be way overbalanced towards the attackers, since as you said the defenders can't gain back much lost ground. The developers worked very hard on this game, and things like time limits are not arbitrary decisions. We'll see how it works, but I voted for the lowest multiplier.
    |TG-Irr|TychoCelchuuu

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  17. #9

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    Re: Round Time Limit on Server #1

    Good points, Tycho and Santa. The flipside is that the defenders can win by holding on to only one objective, and they can really make the attackers pay for ground taken. Each side has certain advantages. This type of change would almost certainly require some tweaking; we may even be able to alter the reinforcements if necessary.

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  19. #10


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    Re: Round Time Limit on Server #1

    I voted default. The game just isn't designed to have rounds longer than they are. I really think the problem is that everyone seems to be having a very difficult time figuring out the objectives, and are simply taking WAY too long in trying to assault points.

    On Stalingrad tonight, the Russians *steamrolled* the Germans twice since the Germans didn't hold the warehouse nearly well enough and lost it very early. They ran out of reinforcements the first round with several minutes left, and were having to defend the South Railyard for like 8 minutes the 2nd time - ran out of reinforcements and that got capped.

    The Russians were agressive, and the Germans seemed to have a hard time grasping the concept of getting bodies in the cap zone. This was much more common in the Beta and seemed to be the way this map usually played out in the mod from reading up on it. It can be difficult for the Russians if the defense is organized enough, but I'm finding that the attackers in the TG games tend to be timid about really hitting the opposition hard - and this leads to the impression that there isn't enough time. In most games with an organized offense, there's plenty of time.

    I really feel that at times we're tying to "BF2" the game, and it's just a totally different animal. I think everyone needs to dedicate themselves to trying to find strategies that work without changing anything. Learn which objectives can be taken when on each map. It doesn't take us 30 minutes to cap 3 flags in BF2 - and it won't after we get used to RO.

    Now, I'd REALLY love to let the maps like Arad that can end in stalemates go on longer than 20 minutes. However, if we have to make a global change to all the maps, I'd sacrifice that to keep from imbalancing other maps to favor the offense too much.
    BF2 POE2: NC_Tarheel
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  21. #11

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    Re: Round Time Limit on Server #1

    I think a five minute increase would make it a little easier on some of the maps for the assaulting team but on other maps the times seem perfect. Odessa could use a little more time because that map seems almost impossible for the assaulting team. But I do agree that the maps are not made for 30+ minute matches. I have said this since we played the beta, it would make the defending impossible.

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  23. #12


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    Re: Round Time Limit on Server #1

    I agree with a lot of the points, but remember we want to increase the spawn timers too. So if we increase the spawn timers but not the game timer, it's going to be that much harder to take an objective.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV

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  25. #13

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    Re: Round Time Limit on Server #1

    Based on feedback in this poll, the round time limit per map has been set to 1.5x the default. So for a map that normally has 20-minute rounds, the round time limit will now be 30 minutes. Round count has also been set to one round per map. We'll start out with these settings and see how they affect gameplay. Please provide feedback!

    FYI, another thing we can do is alter the respawn timer for each team. So for example, in a 40-minute round on an attack-style map, one side could have a longer respawn timer than the other side. This is something that would allow us to tweak the gameplay, if necessary. We're not trying to create a "Battlefield 2" playing experience with this, but we are trying to extend the play time per round to allow for more ebb and flow in each battle, as some have mentioned. Also, longer rounds should allow for more time to set up teams and use tactics.

    Again, please provide feedback on these changes, as well as suggestions. If folks aren't pleased, we can always return to the default settings.

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  27. #14

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    Re: Round Time Limit on Server #1

    Below are the current round times for each map. Each map is played for one round; if wanted, we can increase the round count to two per map.

    Arad -- 30 minutes
    Baksan Valley -- 30 minutes
    Barashka -- 30 minutes
    Basovka -- 22 minutes
    Bondarevo -- 22 minutes
    Hedgehog -- 22 minutes
    Kaukasus -- 22 minutes
    Königsplatz -- 30 minutes
    Krasnyi Oktyabr -- 22 minutes
    Odessa -- 22 minutes
    Ogledow -- 22 minutes
    Rakowice -- 24 minutes
    Stalingrad Kessel -- 30 minutes

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  29. #15

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    Re: Round Time Limit on Server #1

    Remember guys, reinforcements will still play a part in this. If you get your opposition down to 0% on the reinforcement count, you should be able to secure an win.

    [conduct][volun][drill][sg-c1][tpf-c1]
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