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WORLD BATL - Official Commencement - October 11th - 10am-2pm CST


OddJob001

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8hAGaE9.png

 

For those of you that enjoyed the last XI Scrim, I welcome you to logo.png

 

I invite you to take the time to visit the website and read what it is all about.  For short, it is essentially a Scrim.  However, it is played every two-three weeks until one team owns the entire MAP.

In addition, it is much more tactical than a standard scrim.  There are set squads and set officers.   Officers hand down orders, players are in squads within Teamspeak channels.  They can only talk to each other.  However, Teamspeak is set up so that Officers can talk to each other, but also to their squadmates.  This allows for communication flow within the Chain of Command.  You MUST follow your squad leaders orders or you will be removed.

 

 I have written a script that handles troop counts, as each game can have different starting tickets counts.  Tickets are the equivalent of troops.  See rules.

 

This will be played every 2-3 weeks for a period of 4 hours on the US server.  The server will be set to private (and password protected) as some of the matches you may very well end up with a massively negative KDR.  On the flip side, there may be rounds where you end up with massively high KDR.  (While playing this in BF3 my best game was 179-3 and my worst was 12-93, the 179-3 I was ordered to javelin helos, the 12-93 I was a front lines tank repairer).  You can see why the server needs to not keep track of stats during these war games.

 

Sign up is here. More information will follow.  We will be playing this game regardless of the number of players that show up.  

 

YOU ASKED FOR MORE SCRIMS.  HERE IS YOUR DELIVERY.

 

 

 

 

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My body is ready. Is there any way to see who all has signed up already?

Edited by mouselad
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My body is ready. Is there any way to see who all has signed up already?

 

Kind of.

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you gonna re-advertise on reddit or leave it just XI/Foxi for now?

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you gonna re-advertise on reddit or leave it just XI/Foxi for now?

 

It is open to all and I will be re-advertising. 

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Boss mode. Hope I'm not dead by then :P

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Great news for me since I'll be getting back into BF4 again.

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EU you guys are welcome to join!  We could even start out this Winter game with EU on one side US on the other.

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Is this going to get run on the Hardcore or softcore server?

 

I vote Hardcore so that communications are a must as opposed to a game of shoot the doritos

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It will be played on the vanilla server as there will be many outside users and vanilla is more popular.   Plus the scripts, settings and all the links on every website I have posted to are already set for the vanilla server. However, you bring up a good point with the doritos.  We could consider turning those off as the server will be Private.  Let me think about that.

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I like Doritos!

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ONLY 5 OF YOU INTERESTED IN THIS?  AFTER OUR LAST SCRIM WAS SO FUN?!!  

 

LETS GO!!  SIGNUP OR ITS NOT GOING TO HAPPEN.

 

Edit:  I just invited the [JRKS] clan to partake. 

Edited by OddJob001
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I signed up like a year ago...

 

Also I suggest hardcore rule sets with the soft core damage model, I believe the game is balanced the best that way.

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Not a bad idea.  I would consider that.  I would not consider hardcore damage models.  Just makes the game so easy and boring.  I love my firefights!

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exactly, plus the weapons in hardcore are just so unbalanced since they were designed for the soft core damage model. Also I might just be able to look this up but i'm lazy so ill just ask, how is attacking and defending gonna work? the only way I can see it being a proper attack and defense type game where the defenders should always get a slight advantage is through the rush or defuse (for shorter matches) game modes where the team that owns the territory are the defenders and the team attacking are the attacker.

 

maybe have some neutral territories in there to set up the conquest type games.

Edited by Oneill
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exactly, plus the weapons in hardcore are just so unbalanced since they were designed for the soft core damage model. Also I might just be able to look this up but i'm lazy so ill just ask, how is attacking and defending gonna work? the only way I can see it being a proper attack and defense type game where the defenders should always get a slight advantage is through the rush or defuse (for shorter matches) game modes where the team that owns the territory are the defenders and the team attacking are the attacker.

 

maybe have some neutral territories in there to set up the conquest type games.

 

Basically the script (although still needs testing) allows the game to end when a certain team reaches a certain number of tickets.  So for example:

 

Team A attacks Team B.

A has 1200 troops.

B has 700 troops.

 

This match would be played with a ticket setting of 1200.  It will alway be set to whatever the highest ticket count is.  However the script is set to warn via chat when the tickets for the defending team (B in this case) is getting close to running out.  

 

1200 - 700 = 500.  If Team B hits 500, the script ends the match and calls Team A Winners.   If the match ends with Team A going from 1200 to 0, well then it just plays out like normal and they lose.

 

Edit 1: I should mention that it is impossible to set separate ticket amounts per team, cause Dice.

Edit 2:  There has been discussion in future games, allowing a defending team to capture all flags before the game starts. (covers your advantage/disadvantage thoughts)

 

 

Game Setup and Turn Description:

  • The server is set to Unranked & Private during the BATL in order to preserve accurate personal stats. 
  • Tickets = Troops and vice-versa.
  • Tickets and Troops on the game board equal the amount of Tickets each team gets in a real BF4 map.
  • All Troops and Tickets are dealt with in increments of 100.
  • There are a total of 8 zones. (see map)
  • Two Armies, with a General on each, begin a new game by drafting from the 8 available regions.  The first General to draft is decided by random decision, it is then Round-Robin after that until all 8 zones are occupied.
  • Each region starts a new game with 500 tickets.
  • The General who drafted regions second, begins the game first.
  • At least 100 Troops are required in a region, at all times, to keep it occupied.
  • At the start of each turn, the General resupplies 200 tickets to all the regions his Army controls, plus bonuses if applicable
  • The General then gets 2 non-combat moves, transferring troops from any region to any adjacent region controlled by their Army.  Duplicate actions are allowed; for example you can transfer from 2 regions to 1.
  • The General then declares two combat moves. Both attacks must be called out before any combat occurs, selecting any regions controlled by their Army and deciding the number of troops used to attack the defending armies regions.
  • Commanders are allowed to attack the same region with both attacks, but if the first is successful, the second is basically wasted (troops can transfer?)
  • The first attack (Surprise Attack), only 500 troops can be deployed.
  • The second attack (Main Assault) will allow for unlimited number of troops to deploy.
  • Each team then plays out the battles on real BF4 maps, based on the defending region’s location - See Map List
  • All real BF4 Battles are extremely tactical with a full fledged Army including;  General, Commander, Platoon Leader, Squad Leader and Privates.  See Chain of Command
  • At any point during the battle, the Attacking commander can choose to retreat and end the round, rounding down their ticket total to the nearest multiple of 100, or -50 tickets, whichever is greater, to account for losses during the retreat.  The defense rounds up to the nearest 100 to account for soldiers who could be treated due to the battle ending.  (Possibility for PoW's, have not discussed yet)

Battle Resolution:

  • If the attacking Army wins, they gain control of the region.  They round their final remaining ticket total up to the nearest multiple of 100, retaining a minimum of 100 tickets on the region.  
  • The losing side gets 100 tickets that “flee” to an adjacent region.  If there is no adjacent region those troops are lost.
  • If the defending Army wins, they also round their remaining ticket total up to the nearest multiple of 100
  • The losing attackers return home with 100 troops, probably with PTSD.
  • The attacking General then gets 2 more non combat transfer actions, transferring troops from one region to another region per action.  They should use these actions to prepare to be attacked.
  • At that point, the other commander takes over and retaliation begins.
  • At any point, if one Army is down to 1 or 2 regions, those regions get an extra 100 tickets during beginning of resupply.

Turn Order Summary:

  1. Resupply 200 troops to each controlled region
  2. 2 non combat moves
  3. 2 declared attacks
  4. Play attack one, resolve tickets according to the outcome
  5. Defending Army allowed to move "fleeing troops"
  6. Play attack two, resolve tickets according to the outcome
  7. 2 more non combat moves
  8. End of Turn, Next Generals move.
Edited by OddJob001
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Just signed up!

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All signed up.

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I will be having a beta weekend on the 27th.  Starting at 10am CST.  This will be to work out the kinks in the script and make sure we can set the server how we need it.  If you wish to join, just come on Teamspeak at 9:30.

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9:30 am @@OddJob001 ?

 

I'm in. my schedule is being flippy floppy lately, i may have to work the 11th now but i will try to get it off.

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Ya 27th, 10am CST.  I need to test the script, I need to make sure the Teamspeak channels and groups are working.  

Even if its two of us, we should be able to test it :)  Hopefully we get a few more.

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I will try to be there as well .My work has been a little crazy but should be able to be there for a bit.

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