After playing a few rounds tonight (albeit 2v2’s) it became apparent to me that during the second round of a SW game where the objective takes longer from start to finish than the time remaining, it’s effectively ‘useless’ time for both teams.
For example, on Trainyard, if the attacking team beats the map in 9 minutes total, that means that during the second round, the attacking team has 8 minutes and 29 seconds to plant on the railcar (given there’s a 30 second timer). When the timer goes beyond 8 minutes and 29 seconds, the final 30 seconds is moot, since the defending team pretty much automatically wins at that point.
My issue with this is that I’m under the impression that those false 30 seconds given to the second round team is misleading and doesn’t necessarily give the proper sense of urgency to push to beat the time. An analogy I have is the NHL Playoffs (to those who watch hockey). Tonight was a great example where Minnesota was up 4-3 for roughly the last half of the 3rd period, when Colorado scored with 13 seconds left. The point is, teams knowing they have a finite amount of time to complete an objective is a lot more exciting.
The potential problems with this comes with clear communication to both teams that the time reflected in the 2nd round indicates how much time the attacking team has to START AND COMPLETE the final objective without interruption.
How do you feel about this? Is it worth the potential miscommunication? Should there be an extra ‘Tactical Timer’ in addition to the normal timer that would reflect how much time is left to start an objective before there would be no time remaining?
