One thing that’s bothering me right now is the way competitive stopwatch is forcing the way matches unfold. For Dirty Bomb to be taken serious as an E-sport each game has to unwind within a certain time limit. Especially considering you’re basically asking the audience to watch the same thing twice.
An audience doesn’t want to hard-set see time-trials. An audience doesn’t want a sudden ‘attackers lose’ screen in the midst of a good match. An audience wants to see the map resolved. They want to watch a story envelop between the teams.
ETQW and W:ET and even Brink weren’t made with these limits in mind. They were basically games with a really generous time set for the attackers to complete the objective. Without much rush it was basically two sides having a blast on a map. Progress was necessary but the rate of the progress mattered less. The lack of time constraint allowed for more deliberate and creative strategies. Strategies that would trade off completion time for probability of completion.
Anyway. I understand that this is a luxury Dirty Bomb doesn’t have. Yet I still don’t like the way the map flow is forced in more regular ‘beats’ of gameplay. Currently SD is trying to solve the issue of regular/predictable map completion times through lots of small adjustments nudging both teams towards similar outcomes.
The hard time limit is problem that causes us a lot of headache.
Instead of a hard limit, there’s also the alternative of a soft limit. Sudden Death. Or well, sudden death only on the defender’s side. So a better name would be ‘Last Stand’
After the time runs out, the defenders’s re-spawn is cut off. The time is still running for the objective and the attackers will most definitely complete the match. But the amount of overtime they’ll take will depend on how well the defenders pull off their last stand.
For ordinary pub play this would be terrible. Attackers would always win. But for a Stopwatch mode this is completely different. Yes, the attackers will always complete that last objective. Both teams will. But the real winner is the one that completes the fastest. The sudden death will ensure that the completion time will ALWAYS vary and there will always be a winner. Stalemates won’t be a thing and boring endings where a game is ended right during intense combat will be history as well.
In short, a sudden death on the defender sides will have both rounds result in a climax. Whether the team claims the objective before the sudden death kicks in or whether the defenders go in ‘last stand’ mode.
-We can even add another twist where the defenders in ‘Last Stand’ can’t be gibbed. They won’t respawn and their bodies will be around in the map relying on medics and (since the update) also team-mates to help them up. It’s going to add such a huge amount of drama and narrative to the match. Something an E-sport desperately needs to gather audience appeal.
And best of all, this frees up a lot of constraints for pub matches. Maps development won’t be as constrained as with hard limits and players will have more ways to feel that at least their attempts haven’t been in vein.
Would love to hear other people’s thoughts. Am I on to something or am I missing a glaring obvious flaw in this way of resolving Stopwatch?
