Introducing: The Annual Fortress Draft!
How it works:
~ All current large Fortress Teams would relinquish a vast majority of their 'extra' players to a pool of 'Free Agents' (Newer teams may not be required to do this as they may already have a core of newer players)
~ All Armagetron Players who sign up and agree to the terms of this organized Draft will be able to join the Draft Pool
* This will give new players who are interested in Fortress but dont really know how to get into a good team an opportunity to join a core of skilled players and learn.
~ All Team Leaders (possibly along side a selected co-leader) will draft their team of no more than 8 players.
* It will be emphasized in the terms and conditions that ALL applicants to the Draft Pool will be 100% ready and willing to partake in forum participation as well as practices and teamspeak ect (if the team leaders require this) so there should be minimal problems with not having enough participants come ladle time.
~ Duration: If everyone agrees this can be a temporary experiment! Perhaps 3 months/3 Ladles followed by a full discussion. If enough people absolutely hated the arrangement then everyone can just go right back to their previous teams like nothing every happened.. but even still all the new players who have been active for the last 3 competitive months will now be hooked and no doubt with the draft pool still available new players can more easily come together and form new teams.
This could be a GREAT way to build 4+ new ladle teams all with a core of experienced players teaching less experienced players the art of the game. If this turned out to be a success then no doubt there could be a new Draft Cycle every 4 to 8 months where Player who lacked discipline to help their team could be dropped and players who didnt feel they meshed well with their team could become free-agents again and recirculate. The competitive atmosphere and need for fun-wars and team practices would increase exponentially as well promoting for more grid-activity!Concord wrote:Personal loyalty is valuable, but loyalty to a tag is not. Here’s a little secret. Good players enjoy playing with other good players. Redemption forced us to get over the clan-hopper stigma, and showed us that competitive fortress works best when players play with who they want to, without fearing backlash. The concept of building teamwork over time by playing with the same people for years should by this late date be thoroughly disproven. Long term teammates in CT or RT have not developed teamwork superpowers that let them beat the rest of us. Freedom of movement and circulation of personalities and ideas is far better for the game than stagnant, entrenched clans who calcify around ancient rivalries. Redemption, though it was not their intent to do so, helped evolve attitudes about teams. Competitive fortress is better off for it. They revised the rulebook.
Thoughts??