Battle Report 3/31/06 score issue - How was the score kept?

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FinalFantasizer
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Post by FinalFantasizer » Tue Apr 04, 2006 6:39 pm

I noticed that during the narration of this battle, the author mentioned that ...

"Chris had to leave, so it was 7v7 and still 0-1 in score. "

How exactly was the score kept? I ask because I am planning a war of my own very soon and determining the winner/loser is quite difficult.
Armory:

CPS 12000
CPS 21000
CPS 27000
CPS 12000 (in the works)
CPS 3000 (w/ MI:Overload Backpack)
CPS Splashzooka
SC Big trouble
XP 310 & 270
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DX
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Post by DX » Tue Apr 04, 2006 7:02 pm

We denote 2 stats: x v x and x-x. The first is the amount of people on both sides, the 2nd is the number of kills by each side. So for example, that night's battle was 7 people vs 7 people and no kills by my side, 1 kill by Nibor's.

We always use one hit kill when playing for score, and we always use the "fist-sized kill" rule. Meaning that a splotch of water on the shirt the size of your fist is a kill. A large, direct hit is also a kill, but those are difficult to determine and often end up getting resolved via parley. We resolve all disputed kills with meetings between the teams, and play is not resumed until it is worked out. This only works if the Honor System works, however, so if the people you fight with are irresponsible/dishonest, it won't work.
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers

FinalFantasizer
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Post by FinalFantasizer » Tue Apr 04, 2006 7:06 pm

What happens to a player who is killed?

Thanks for the info, btw.




Edited By FinalFantasizer on 1144195641
Armory:

CPS 12000
CPS 21000
CPS 27000
CPS 12000 (in the works)
CPS 3000 (w/ MI:Overload Backpack)
CPS Splashzooka
SC Big trouble
XP 310 & 270
MI Flash Flood
MI Overload
Douchenator

DX
Posts: 3495
Joined: Mon Jul 05, 2004 8:35 am
Contact:

Post by DX » Tue Apr 04, 2006 7:22 pm

When a player is killed, they have 2 minute grace period to find a new position, refill, whatever. When the 2 minutes are up, they are live again and eligible to shoot and be shot at. We have a rule that forces the other team to move away and give them some breathing room during that time period.

Players have an infinate set of lives.
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers

FinalFantasizer
Posts: 65
Joined: Sun Mar 05, 2006 6:00 pm
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Post by FinalFantasizer » Tue Apr 04, 2006 7:34 pm

Ohhhhhhh! That just might work.... I am much obliged for your help.

Does the battle stop during the grace period?




Edited By FinalFantasizer on 1144197383
Armory:

CPS 12000
CPS 21000
CPS 27000
CPS 12000 (in the works)
CPS 3000 (w/ MI:Overload Backpack)
CPS Splashzooka
SC Big trouble
XP 310 & 270
MI Flash Flood
MI Overload
Douchenator

DX
Posts: 3495
Joined: Mon Jul 05, 2004 8:35 am
Contact:

Post by DX » Tue Apr 04, 2006 7:40 pm

Nope, the battle continues with the players who are still live. The dead player is invulnerable to being shot at until the 2 minutes are up. Of course the best thing to do would be to seek protection within ground posessed by your team.
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers

FinalFantasizer
Posts: 65
Joined: Sun Mar 05, 2006 6:00 pm
Location: United States
Contact:

Post by FinalFantasizer » Tue Apr 04, 2006 7:44 pm

OK, these will definitely be the rules I will use. Thanks again.
Armory:

CPS 12000
CPS 21000
CPS 27000
CPS 12000 (in the works)
CPS 3000 (w/ MI:Overload Backpack)
CPS Splashzooka
SC Big trouble
XP 310 & 270
MI Flash Flood
MI Overload
Douchenator

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