In The Beginning
In The Beginning
i believe the most important part to team strategy is to make sure you don't kill your fellow teamates right at the outset
ive found that the beginning of a round is the likelyhood of this greatest, with ppl turning into their fellow teammate's wall or trapping inside theirs
after this most everything is trivial, the less times ppl die in the beginning the greater chance you have of ganging up on ppl and for you not to be the person ganged up on
ive found that the beginning of a round is the likelyhood of this greatest, with ppl turning into their fellow teammate's wall or trapping inside theirs
after this most everything is trivial, the less times ppl die in the beginning the greater chance you have of ganging up on ppl and for you not to be the person ganged up on
- Tank Program
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after not killing each other there are two things i find important (they can sometimes be combined into one - variation is important)
the two things are speed and closing the start of a possible big box. below are some examples on variations combining these two to various degrees:
the first example is a pretty straightforward one giving superspeed to the middle player (the outlying grinders must grind past the middle player and let him catch up in the path created). done well with close grinds this gives most speed and closes the box but if one does it for too long one can easily get in trouble
the second is a variation between the first and the third, the left player grinds middle while the right player grinds middle before heading right (no point creating a mirror image of this one but of course one can do that as well). this start is best if (in drawn example) the (closest) opposition is placed to the right of the teams starting position)
in the third example bot outlying players grind middle shortly before heading out, basically just closing the start (no significant speed gain)
the fourth is an example of return grinding where the left player has decided to close the start by heading back inside picking up speed by grinding the middle. in the picture the grind isn't that long but in reality it would be (but should be less than halfway across the grind - 1/3 prob). the important part here is that the player usually should exit the grind towards "his" side so as not to interfere with whatever plan the other players have - when he exits the grind he could grind his own start on the outside or do a paperclip (if "alone")
the examples can be adapted for 4-player teams + don't blame me if it doesn't go according to plan (unless i played of course)
loads more variations are possible of course (especially i find a pre-agreed "one-side makes speedstrip for middle & middle uses and closes start + other side closes his side from start"-technique interesting)
to Tank: i've tried making these illustrations using "smileys" - if you (or somebody else) can figure out a way to "stack" "smileys" without any borders or "lineheight" it could work out as a tileset for illustrating ideas/tactics (as it is now it works on the horizontal but there is a vertical space between each line of smileys which bodgers it)
the two things are speed and closing the start of a possible big box. below are some examples on variations combining these two to various degrees:
the first example is a pretty straightforward one giving superspeed to the middle player (the outlying grinders must grind past the middle player and let him catch up in the path created). done well with close grinds this gives most speed and closes the box but if one does it for too long one can easily get in trouble
the second is a variation between the first and the third, the left player grinds middle while the right player grinds middle before heading right (no point creating a mirror image of this one but of course one can do that as well). this start is best if (in drawn example) the (closest) opposition is placed to the right of the teams starting position)
in the third example bot outlying players grind middle shortly before heading out, basically just closing the start (no significant speed gain)
the fourth is an example of return grinding where the left player has decided to close the start by heading back inside picking up speed by grinding the middle. in the picture the grind isn't that long but in reality it would be (but should be less than halfway across the grind - 1/3 prob). the important part here is that the player usually should exit the grind towards "his" side so as not to interfere with whatever plan the other players have - when he exits the grind he could grind his own start on the outside or do a paperclip (if "alone")
the examples can be adapted for 4-player teams + don't blame me if it doesn't go according to plan (unless i played of course)
loads more variations are possible of course (especially i find a pre-agreed "one-side makes speedstrip for middle & middle uses and closes start + other side closes his side from start"-technique interesting)
to Tank: i've tried making these illustrations using "smileys" - if you (or somebody else) can figure out a way to "stack" "smileys" without any borders or "lineheight" it could work out as a tileset for illustrating ideas/tactics (as it is now it works on the horizontal but there is a vertical space between each line of smileys which bodgers it)
- Tank Program
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- nicolas.b
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wow, thanks to champion i just noticed this. welcome back tank , and any possibility of stacking the smilies for node's absolutely superb idea? even if they couldn't be stacked real tight a general impression could maybe be given if they were at least adopted and used in a loose fashion. even with margins they might look fairly decent and understandable.
again, SUPERB idea node!
again, SUPERB idea node!
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm