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 Post subject: 5/12/10 FFA Sealed Quals
PostPosted: Wed May 12, 2010 8:33 pm 
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A big thanks to all 13 folks who played in this event.

Round one for me was lost 25-24-0 Denyo was able to come back and beat me by 1 Round of Play.
Very Well Played sir.

It looked like all the games went into the high 20s in rounds of play.

Being a FFA only 2 Rounds of play.

Finals
Breathoffire2
Mrcaos
Justice
Denyo



And the Winner of tonight's FFA Sealed Qualifier is: Mrcaos

Congrats, and hope everyone had fun.


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 Post subject: Re: 5/12/10 FFA Sealed Quals
PostPosted: Wed May 12, 2010 8:48 pm 
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first time playing 4 corners. I severely dislike it.

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 Post subject: Re: 5/12/10 FFA Sealed Quals
PostPosted: Wed May 12, 2010 11:30 pm 
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Needs more control points, yes?


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 Post subject: Re: 5/12/10 FFA Sealed Quals
PostPosted: Thu May 13, 2010 12:00 am 
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Cooldown wrote:
Needs more control points, yes?

No thanks. ):

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 Post subject: Re: 5/12/10 FFA Sealed Quals
PostPosted: Thu May 13, 2010 2:57 am 
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Cooldown wrote:
Needs more control points, yes?


I think that wouldn't be that bad. In the final everybody got so many units in the middle after a few rounds, that mrcaos won, because half the game no one was able to get an inf on his cp, that survives till the end of the round :)
So he could send some few units to the middle to secure nobody gets an cp and build a big defense on his hq.
If there would be cp's in other locations maybe the game had been finished in another way.

But i don't like the big 4 player maps, as well. Too much things to keep in mind.

Not to forget: congrats to mrcaos.


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 Post subject: Re: 5/12/10 FFA Sealed Quals
PostPosted: Thu May 13, 2010 8:44 am 
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Here's my idea. ONLY PUT ONE CP IN THE MIDDLE! Also, take out one of the two resources in-between people on each side and make that a CP. Therefore you have to fight both sides, but if you go for the middle you also get an advantage, yet it's not so huge like 2 cp's.

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 Post subject: Re: 5/12/10 FFA Sealed Quals
PostPosted: Thu May 13, 2010 11:21 am 
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With only one CP we would have to extend the map 3 more rows to make it symmetrical on all sides with one center hex, and the map is big enough already. We would also have to lower the point limit to something crazy low, like 10. Otherwise you're guaranteed to go the full 30 turns, and in FFA that can last almost 2 hours depending on the time limit per turn.

Four Corners was designed to be a fight for the center. If you hold the center, you win. This can be fun, though on a map this massive, I'm not convinced.

I'm on the other side of the debate: Four Corners is a great map, but it needs at least 6 CPs to be a really solid tournament map. Currently, it takes 6-7 turns to get an Infantry to the center. If he dies, you spend another 6-7 turns getting back there. No fun IMO.


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 Post subject: Re: 5/12/10 FFA Sealed Quals
PostPosted: Thu May 13, 2010 1:52 pm 
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No CPs. Base kills only. Final Destination.

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 Post subject: Re: 5/12/10 FFA Sealed Quals
PostPosted: Thu May 13, 2010 2:54 pm 
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i agree with cooldown. I just do NOT like the map as-is, end of story. Add more Cp's!

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