IGL Launch Dates (tentative) and Custom Camos!

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Apr 11, 2002
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I agree 100% on the camo issue. I like anything that forces better coms.

As per rule changes: I think off season, a popular vote is fine, but during season, I think
2/3rds should be required. Will there be a process by which we can over rule a veto?
Such as going back to the Governing board for a 2/3 vote off season and a unanimous
vote during season? The other way could be sending it to the Global Coart for them to
overrule veto.
 

shan

www.clanterritory.com
Jan 29, 2000
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There will be no way to override a veto simply because the only time I would ever veto anything is if it simply was not possible or would require a level of recoding that I was not willing or able to undertake. It really does not matter if the governing board unanimously wanted something if it could not be provided.

This is one of the reasons for involving the entire community during planning. More eyes makes it less likely that we will miss something.

As for 2/3rds vote, I will reccomend that is a requirement both on and off season after the initial planning is done.
 
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Apr 11, 2002
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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?

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.

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.

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.
 
Apr 11, 2002
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shan said:
There will be no way to override a veto simply because the only time I would ever veto anything is if it simply was not possible or would require a level of recoding that I was not willing or able to undertake. It really does not matter if the governing board unanimously wanted something if it could not be provided.

This is one of the reasons for involving the entire community during planning. More eyes makes it less likely that we will miss something.

As for 2/3rds vote, I will reccomend that is a requirement both on and off season after the initial planning is done.
Understood, but think of it as a check and balance. How hard will it be to get
a unanimous vote after you veto something, esspecially if the reason is
because it is difficult to code. If a vote is unanimous, that means every clan
in the league agrees, thus making it a good idea to go ahead and find a way
to code it. I just want to avoid the possabity of one person having the final
say on anything.
 

yurch

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May 21, 2001
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I think you'd better start looking into some form of mutator standardization. There are far too many mutators to choose from, and it's looking like everyone wants thier own version of inf to play with. That's never going to work.
 

yurch

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Demosthanese 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.
You know, some of those things are there to make the game a game. The purpose of kill messages is to let you know who killed you. You know, for the whole ego/strive to be better than others thing. Yeah, go ahead and remove them, along with red skulls. I don't see what strategy it would add, other than the fact nobody would ever want to use any mercs at all... when any could potentially TK at will or otherwise screw matches up, and magically make it out alive in every game to do it all over again. You know what, I like to leave that kinda bullshit on the pub servers. You want to encourage it?

I just want to avoid the possabity of one person having the final
say on anything.
You mean like the person providing it? Would you rather him not veto it and then ignore it afterwards?
 
Apr 11, 2002
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Go flames!
Saying "**** off" would have required less typing :)

I don't see where I would hire a merc in the first place. As to living to fight again: would
he? If he just unloaded into his team, would the victims not make note of who the merc
was and speak up on the forums? No clan would hire him again if he was reckless.

Call me paranoid, but I just don't want to have any one person get the final word.
However, this topic is a bit small to start a flamewar over.
 

shan

www.clanterritory.com
Jan 29, 2000
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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
 

yurch

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I don't worry, I haven't started flaming yet.
Demosthanese said:
don't see where I would hire a merc in the first place.
The IGL is intended to be a league that will allow and encourage participation from every member of the community, new, old with clan and without.
Some of us don't have the luxury of being in teams that can field even 3+ people at any given time. It gets kinda old playing with 3 to 1 odds every game. Mercs are almost a nessesity.

As to living to fight again: would
he? If he just unloaded into his team, would the victims not make note of who the merc
was and speak up on the forums? No clan would hire him again if he was reckless.
What, and the idea that some people could be 'hiring' others to screw other teams over never entered the equation? There's always the possiblity but I don't see what other use a system has with the sole purpose of hiding the info nessesary to see if he's screwing with you or not.
 

ecale3

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Jul 13, 2001
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i don't like the "Assassin" idea. Spies..okay, but having someone TK a team...Mercs are fine but an assassin generally only hits one target at a time, there is too much room for a insta-slaughter if they can do more than that.
 

shan

www.clanterritory.com
Jan 29, 2000
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The IGL will not promote the Assassin idea. We would prefer it does not happen. There is not any way, however that we can stop it. We cannot put rules in place against it as, if we did, a clan could make arrangements to have a merc killed the entire team of their enemy or themselves if the round was not going their way and they wanted a rematch.

We have to rely on having a system where by which Merc feedback can be made available. Not sure if this will be a dicussion forum or a rate a Merc :) tool, but there will be a way to rate them.

The only other option is to disallow them and we are not willing to do that.

If everyone beleives this will be a big problem, we could make a rule that disqualifies a Merc who does this from further play, but I do not think that will be a big issue.