Demo said:
Re mutators:
M16A4: Will incendiaries be enabled, replaced, or removed?
Secondwind: Just the SOCOM, or will the DE .50AE be included as well?
RandomDamage: What will the settings be?
The mutators list in the rules is the tentative list that we have approved. The details on configuration will be left to the Server Configuration Committee which will form up about 2 months before the league starts. I would guess somewhere around mid-august, assuming we can keep on our current schedule.
Demo said:
Re Spies/assassins:
Would it be possible to change the scoreboard to remove the red skulls? Also, I think it would be a good idea to remove kill messages. This might encourage more caution when selecting mercs, and add another tier to the stratagy in game.
At this point, we do not plan to request any mutators specifically for the League. We really want the League to work within the bounds of the game so that, if the game changes (such as with a new INF) we will not have to go and have someone make more new mutators. We will note your suggestion, however, and discuss it after the initial planning is done.
Demo said:
On team sizes, I think the way it is done in risk is best. You get more soldiers to position on your territories every round, and allies can support each other. Over time reinforcements are pulled from nearby territories.
Can you explain more about this? Does it mean your reinforcements are based on how many territories you own or how long you have been in the game or how long you have owned that territory?
Demo said:
Maps: Will we be playing TDM, DTAS, EAS, or a mix? On EAS maps, I think it is best if we avoid maps that involve an extraction, as we are going to ocupy the territory, not do a hit and fade. *lightbulb flips on* With players done as stated above, it might be nice to be able to do a hit and fade. Make maps with a goal for the attackers to extract near their spawn, and nothing else. They can then go in and kill defenders and then get out to reduce their numbers before an ally attacks or as preperation for the next round.
Invasion and rebellion actions (by far the most common actions) will take place on EAS maps. Skirmish matches (matches where two teams go after territory that neither of them owns) will occur on TDM maps.
There have been a lot of concern over the types of maps and missions and whether or not they make sense in a global domination league. Here is how I would explain why
every EAS map will work. When you play a mission, do not think of it as trying to simulate the entire battle over the territory. Instead you are simply participating in a pivotal mission that makes the difference of whether the overall war is won or lost. Cap and extract missions make perfect sense as you may be stealing extremely vital documents that lead to your ultimate overall victory. We need to try not to overanalyse this. I do not want it so limited that we are forced to choose between certain maps, etc. Any map will work.
Last, on the question of Veto Power. I will have final veto power for the first season and do not plan to give that up. If I abuse it, no one will like the league, so I will not abuse it. When the league is shown to be successful, my plan would be to pass control of the league over to the community at large so rules, key players, etc. will be up to the community then. Until that time, however, I am open to all input and will try to be impartial, but I will maintain final say on league decisions.
As I said, the dev team and I are definately listening and appreciate
all inputs. Feel free to say what you want, although truth be told, I would prefer to receive the feedback in our forums, linked above, but will accept it wherever I can get it.
Thanks again!
Shan