http://en.wikipedia.org/wiki/1994_Caribbean_Cup#AnomalyTitanoboa wrote:That's why I made the football analogy. What if the goalie had something to gain(read:less to lose) from giving up? That would obviously make him give up to save points. That's why fort defenders shouldn't lose more points if they put up a fight and try to win the round.
Attributing points in fortress after a suicide?
Re: Attributing points in fortress after a suicide?
Sry, a litle off topic. But...

Re: Attributing points in fortress after a suicide?
Never heard about that before, that'd be brilliant to seeJip wrote:Sry, a litle off topic. But...http://en.wikipedia.org/wiki/1994_Caribbean_Cup#AnomalyTitanoboa wrote:That's why I made the football analogy. What if the goalie had something to gain(read:less to lose) from giving up? That would obviously make him give up to save points. That's why fort defenders shouldn't lose more points if they put up a fight and try to win the round.
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Re: Attributing points in fortress after a suicide?
Well, of course you do; you made it. I entertained it to the extent I could to try and make the point to you (and apparently failed), but I think it's loose at best. Fact is, look at how the game, its code, and settings are organised. Fortress, sumo, and CTF are defined by the code that applies to the behaviour of the zones. The physics are separate and arbitrary, and, not incidentally, preceded those game modes by years—that's what used to distinguish different servers. There's no particular reason behind this mentality that the new generation of players (and it is generational) have developed that inextricably binds the game mode to the game physics.dariv wrote:I think it's a pretty fair analogy.
And what's even more nonsensical is when this bleeds over into regular free-for-all/deathmatch-type servers. Someone comes into Shrunkland and says, "this is like a cross between nano and sumo." Say what? We'll nevermind that Shrunkland's existence preceded both of those; that simply makes no sense. Or, that ID server that was just a regular free-for-all server, but was billed as a cross between fortress and CTF, and for training thereof. Wait, what? Or, yesterday I popped into Agility's high rubber testing server and someone says, "these are like CTF binds." Huh? Putting aside the obvious misuse of the term "binds," and replacing it with the more accurate "turn delay," there's no such thing as "CTF turn delay." There's CTF, and then there's CYCLE_DELAY. That a popular CTF server(s?) happens to use a low turn delay is just coincidence. There's no reason a CTF server couldn't have a different delay, or rubber, or speed, etc, and still be CTF in every fundamental way. One is a game mode, the second is a physics setting. Likewise, "high rubber" and "low rubber" are no more game modes than speed, acceleration, wall length, brake value, explosion radius, or arena size are game modes. Get it?
Ironically, this new generation of players and server admins who have so embraced all these gimmicky game modes—who can't think of any other way to "innovate" than to cram in all other manner of unrelated and superfluous gimmicks—are the most resistant to any change to or variety in said game modes. Plain old free-for-all-style servers have had more variety over the history of this game, for real.
/rambling rant
True, and easily done since there aren't any "LMS" topics. You're also the majority on this forum.vogue wrote:At least we're not posting in every LMS topic that the game mode has to disappear.
You really do live in an alternate reality, don't you? One where you can repeatedly, not only admit, but boast of trolling and baiting, then say it was the other guy who did it. Spit in someone's face, then say, "I did not. You did." You're like that kid who grabs his sibling's arm and starts smacking himself with it, then cries, "mommy, he's hitting me!"INW wrote:I don't. He starts arguing with me, I grab the bait and continue to argue with him.sinewav wrote:...like when you obsess over Phytotron, haha. Keep it up kid, we get good laughs out of it.
Also, if I didn't know better I would say sinewav just trolled us both.
Anyway, I don't have an opinion on this scoring subject (aside from, again, that I think people should not only be free, but be encouraged to do several variations on fortress—if these damn game modes are going to exist, at least be creative with them), but the little sub-debate about defense reminded me of something. I recall that back when I started playing again, Akira approached me and asked if I wanted to join a fortress team of "oldies." I told him the only way I would consider it is if everyone else involved would be open and committed to developing and trying something different, in terms of strategy and tactics. Needless to say, nothing came of that. But, the one idear I had had was to implement a predominantly defensive scheme—sort of analogous to an old-school smash-mouth style football scheme. I think it could be quite successful. Admittedly, it's kinda predicated upon the other team attacking, but given the pavlovian, compulsive adherence to the current fortress regimen, and resistance to any variance, it may be a given that the opposing team(s) would continue to attack, at least for awhile. A timed match might make it more viable. Or, a fortress where there was only one zone that switched teams every round. Anyway, sidebar rumination.
Re: Attributing points in fortress after a suicide?
Coincidentally, Fortress "Onslaught" has both of those elements. You probably missed that since it's a rare but beloved game. Servers are only up occasionally, and populated at strange times. Onslaught one of those things I would like to see more of, and if INW is serious, we might actually see a tournament some time soon.Phytotron wrote:A timed match might make it more viable. Or, a fortress where there was only one zone that switched teams every round.
Re: Attributing points in fortress after a suicide?
You come into a meaningful discussion about point scoring in fort with an irrelevant rant, attempting to undermine what is easily the most popular competitive form of this game, because you don't like the physics... do you honestly expect it to end any other way or is it attention seeking behaviour?Phytotron wrote:One where you can repeatedly, not only admit, but boast of trolling and baiting, then say it was the other guy who did it.
pLxDari - Challenge us!
Re: Attributing points in fortress after a suicide?
It's not that fortress isn't creative and can't be changed, the ideas being suggested simply aren't good and wouldn't contribute anything. We don't have to change the game with stupid settings just to be "innovative". Maybe you should join some (decent) team for the next ladle Phyto, afterwards you could make some suggestions for the settings.
Mostly, people like it the way it is. Why change something everyone's satisfied with?
Mostly, people like it the way it is. Why change something everyone's satisfied with?
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Re: Attributing points in fortress after a suicide?
A) I made a sidebar comment responding to something syllabear said, which was on topic. You decided to respond to that and make more of a digression about it, so therefore are just as "guilty" of anything as I. All of which I still think was, conceptually, if not specifically, on topic. People are as resistant to a simple change in scoring as they are in physics.dariv wrote:You come into a meaningful discussion about point scoring in fort with an irrelevant rant, attempting to undermine what is easily the most popular competitive form of this game, because you don't like the physics... do you honestly expect it to end any other way or is it attention seeking behaviour?Phytotron wrote:One where you can repeatedly, not only admit, but boast of trolling and baiting, then say it was the other guy who did it.
B) Utter bullshit mischaracterization that in this instance I'm attempting to "undermine" fortress. If you'd actually read and comprehend, you might notice that, in my view, what I'm talking about would improve and enhance fortress.
C) You fail to recognize that what sinewav, INW, and I are referencing are activities in other threads, not this one.
OHai liz y dunt u stfu n gtfo k thx just sayin' LOLULZ
Obviously everyone is not roundly satisfied with all settings, otherwise this and other such topics wouldn't exist. And, once more, I'm not the one clamoring for innovation for innovation's sake. Rather, I was pointing out the irony of those who do. You, too, need to re-read and comprehend. Or, at least try for once to be honest.
Re: Attributing points in fortress after a suicide?
Timed matches allow for and almost encourage the "get ahead so we can suicide/dawdle until the match ends" strategy (which does require one team to be severely outplayed or extremely poor settings), which is not fun to play against (its not actually fun to use that strategy either from my experiences).Phytotron wrote:A timed match might make it more viable. Or, a fortress where there was only one zone that switched teams every round.

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Re: Attributing points in fortress after a suicide?
True. I was just vaguely conceptualising. But, that does basically describe the "run the ball, play defense, dominate time of possession" smashmouth philosophy of football. Get ahead, even by a little, then run out the clock. It's up to the other team to stop and overcome you. Of course, in football you also have the restrictions of a playclock and limited downs during which to stall before the ball changes possession.
That's also why they instituted the shot-clock in college basketball, to kill the "four corners" tactic.
But, so, here again, swapping zones each round would be like the change of possession when the downs or shot-clock expired. Instituting timed rounds would make this more viable as well (obviously not possible currently). (And actually, for the match, round limit would be just as good as a time limit.)
I would be curious to see one of these "Fortress Onslaught" servers in action.
That's also why they instituted the shot-clock in college basketball, to kill the "four corners" tactic.
But, so, here again, swapping zones each round would be like the change of possession when the downs or shot-clock expired. Instituting timed rounds would make this more viable as well (obviously not possible currently). (And actually, for the match, round limit would be just as good as a time limit.)
I would be curious to see one of these "Fortress Onslaught" servers in action.
Re: Attributing points in fortress after a suicide?
Obviously not everyone's satisfied, that's not possible. Majority is though, and the people who aren't are typically disappointed in the way fortress is going concerning overly defensive tactics, boring play and long rounds. Change in settings might throw that around for a bit, but after a while (or even immediately) people will find ways to make it 'boring' again.
PS: Durka Durka Land > Shrunkland, bye!
PS: Durka Durka Land > Shrunkland, bye!
Re: Attributing points in fortress after a suicide?
Sure, but that'd take away part of what makes fortress such a great game. With just one zone, it'll be way less dynamic. Not saying onslaught isn't fun to mess around in and good for practicing individual skills, but an onslaught tourney with organized teams wouldn't be fun for too long.Phytotron wrote:But, so, here again, swapping zones each round would be like the change of possession when the downs or shot-clock expired.
PS. Mkay if you're reading this post... It's written on my phone and it was fairly easy to avoid ridiculous typos... Sorry for ruining your favorite excuse
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Re: Attributing points in fortress after a suicide?
Pffft! I reply on my phone all the time. Including the past weeks worth of posts!Titanoboa wrote: PS. Mkay if you're reading this post... It's written on my phone and it was fairly easy to avoid ridiculous typos... Sorry for ruining your favorite excuse
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Re: Attributing points in fortress after a suicide?
Something that could be said of every goddamn server and game mode Arma potentially has to offer. Not a convincing argument unless you propose the game have just one server, with one set of concrete physics, for each game mode. Shit, why don't we just strip the game of all its configurable settings, hard code them, so there's no variety at all—because variety is so f'cking boring, I mean, like totally you whiney babies just gotta deal with it and get over it or you can just not play, inorite? You're so smart, Liz. Let's go to the mall.vogue wrote:Change in settings might throw that around for a bit, but after a while (or even immediately) people will find ways to make it 'boring' again.
P.S.: Everyone > trash> Liz OMG dat wuz so funny and clever HAHALULZTROLLOLOL!!!!
Says you. And you're entitled to that opinion, and you and whomever else is of course welcome to continue to play fortress as it is now, comfortable in your little rut. I'm not trying to force you to play something different or abolish any server with fortress as it is now—only to reduce the redundancy, and add variety. You guys have always pounded on me with a flippant and dismissive "get over it, classic servers will always exist" when advancing all your special game modes. Guess what, fortress as you like it will always exist, even if people finally started creating long-overdue variations on it. Again, irony in your arguments is dripping.Titanoboa wrote:Sure, but that'd take away part of what makes fortress such a great game. With just one zone, it'll be way less dynamic. Not saying onslaught isn't fun to mess around in and good for practicing individual skills, but an onslaught tourney with organized teams wouldn't be fun for too long.Phytotron wrote:But, so, here again, swapping zones each round would be like the change of possession when the downs or shot-clock expired.
All that should have gone without saying throughout all this, but clearly such a simple concept bounces off and flies over some people's thick skulls. "Don't change our precious fortress or sumo!"
On the other hand, I (and others) find conventional fortress incredibly tedious, and not the least bit dynamic. As we've established, I haven't actually played this 'Fortress Onslaught' (and don't even know if it would be quite what I'm thinking, anyway, so don't get all hung up on it specifically), but I don't see how it could be any worse.
Re: Attributing points in fortress after a suicide?
Calm your tits, all I was saying is fortress is fine the way it is and most adjustements really won't make it any better. Once an idea comes along that actually improves it, I'm sure everyone will stand behind it.Phytotron wrote:Something that could be said of every goddamn server and game mode Arma potentially has to offer. Not a convincing argument unless you propose the game have just one server, with one set of concrete physics, for each game mode. Shit, why don't we just strip the game of all its configurable settings, hard code them, so there's no variety at all—because variety is so f'cking boring, I mean, like totally you whiney babies just gotta deal with it and get over it or you can just not play, inorite? You're so smart, Liz. Let's go to the mall.vogue wrote:Change in settings might throw that around for a bit, but after a while (or even immediately) people will find ways to make it 'boring' again.
P.S.: Everyone > trash> Liz OMG dat wuz so funny and clever HAHALULZTROLLOLOL!!!!
Akira, you're probably not reading this but your suggestion to lower the rubber to 3/4 always interested me, but I think that'll be even more opposed than Mecca's idea.
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