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Post by misterhobbs on Jan 24, 2013 14:48:46 GMT -7
Huh? I'm confused. My understanding was that OT started with a coin flip, no RRs replenished but all other kickoff items happen...first score wins...is this not the case?
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Post by misterhobbs on Jan 24, 2013 14:55:59 GMT -7
Oh holy crap I just read what we have...why change from what's in the rules? I've never played with shoot outs, just used ties...
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Post by Gearhead on Jan 24, 2013 18:36:19 GMT -7
Ties suck! Pure and simple. We will have them, but I want to eliminate as many as we can. Why change the rules?? Because a new coin flip and 8 more turns adds an hour to an hour and a half to a game that has already probably taken 2 hours to play! I just figured keeping everything running and having the next score win was quick, simple and easy. IMO going into overtime and having a coin flip basically gives a huge advantage to whoever wins the coin flip.
We will just default to the comp rules, however, it's not sudden death, and no shoot outs. We're essentially adding 8 turns to the match. If it's still tied at the end of another eight, it remains tied. However, no SPP's are awarded to players for overtime turns.
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Post by misterhobbs on Jan 25, 2013 0:54:23 GMT -7
Yes ties suck, but its not like they're common. By automatically forcing 8 turns, you're automatically adding way more time then needed. By not treating it as a new half, you favor bashy teams. Coin flip is fairest, and I say we vote. Disallowing SPPs in OT is just a bad idea in general. Basically, play as per the current rules set except if OT ends in a tie, so be it. In the decade plus I've been playing I've only played to one tie with this roil in place.
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Post by Beerox on Jan 25, 2013 11:01:22 GMT -7
If we default to comp rules... it's a draw unless both coaches want overtime. Will we have that rule?
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Post by misterhobbs on Jan 25, 2013 11:41:38 GMT -7
Take the decision out. If its a tie at the end of regulation, a new half stats. rrs are not replenished. Play 8 turns or until someone scores. At the end of OT, if it's still a tie, tough break. Ties are not common at all with this rule. The coin flip is an advantage, but so is having rerolls. So is getting a blitz for the defending team, there's no end to the things you could list.
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Post by Gearhead on Jan 25, 2013 17:28:11 GMT -7
So I set final OT rules. If we have issues with them, we'll address it. I know 8 turns makes it long, but it might give both teams the ability to touch the ball.
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Post by mydicehateme on Jan 25, 2013 21:04:29 GMT -7
I like this much better, and glad to see that I was not the only one to feel this way. Adding another half does make the games longer. Maybe another hour to an hour and a half. To me this is fine, its a social game, and I spend far too many hours painting my figs to rush out a game as fast as I can, to me thats no fun. Besides, maybe I want to take the time to look at all the work my opponent has put into his/her figs, and maybe even talk about it. As far as the flip giving the advantage to the winner, this is true. However, its a 50/50 chance for each coach to try and win the toss. Personally I feel that BB is one of the most well thought out and balanced games out there, until rules start getting changed. Sometimes you dont see the ramifacations until mid season but they always seem to pop up! "Blood for the Blood God" My Dice Hate Me
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Post by Gearhead on Feb 7, 2013 20:47:24 GMT -7
The ProN injury system cannot be used. OBBLM will not comp for it in any way. We have to use Journeyman. ProN has been dropped from house rules.
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Post by Gearhead on Feb 7, 2013 22:34:38 GMT -7
Unfortunately, due to OBBLM limitations and ELO values, league points (3 for win, 2 for tie, 1 for loss) cannot be used.
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Post by Beerox on Feb 8, 2013 10:25:29 GMT -7
Weren't you going to use completions to account for league points?
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Post by Beerox on Feb 8, 2013 10:34:33 GMT -7
.... Adding another half does make the games longer. Maybe another hour to an hour and a half. To me this is fine.... My Dice Hate Me An hour and a half is a lot of extra time. This means go home and come back another day, come back to play the same match. 2 or 3 hours is plenty, this ain't axis and allies! Without the timer, an OT game could be brutally long. I would like to have the option of taking a draw at the end of regulation. 2 to 4+ hours (over 1-2 days) is a big window to commmit to. Another game will come soon, on another day. Got a whole season to play. Postseason is another animal, overtime is needed obviously.
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Post by misterhobbs on Feb 8, 2013 11:56:44 GMT -7
So how are you tracking free SPPs...because mine is missing...
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Post by Gearhead on Feb 8, 2013 18:25:17 GMT -7
Beerox - I agree. 8 turns of overtime is very long. I'm probably the biggest advocate of NOT having ties. If we ended all games at end of regulation, there would be lots & lots of ties to sort out at end of season. Then we're probably going into stats to sort out playoff contention. Which could mean the difference between making the 4 team championship brackets, or falling to the consolation tourney. Everyone is on tight schedules. Adding another hour or more for OT is definitely not the most efficient option. Any ideas? Some way to break a tie by not just relying on a coin toss? A situation where both teams may possess the ball in OT?
misterhobbs - Do you mean the league points? (3 for win, 2 for tie, 1 for loss)
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Post by misterhobbs on Feb 9, 2013 10:49:11 GMT -7
Yeah...perhaps the original house rules were vague, my understanding was that bonus SPPs were being awarded based on wins losses and ties...so we aren't doing that?
And there is no reasonable scenario for overtime where both teams touch the ball. There's nothing wrong with the way the current rules are written and there's no reason to prohibit SPPs in overtime. Why are we trying to make the league more complex than it needs to be...
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