KDR_11k wrote:What about matches where a player was kicked? Some people would kick their enemies and perhaps leave one around so that one gets so annoyed he quits. Instant win.
Dood, it's stupid to refrain from doing something just because there is a small minority of people that will make it a bad experience and try their best to mess things up.
If everyone was like that, we wouldn't have much to enjoy in the world. Almost every kind of competitive medium has a small percentage of people who don't "play by the rules" so to speak but that doesnt stop the masses.
If we discouraged ourselves from doing things because of these minorities, terrorism would run riot. The small number of kids that went crazy from playing FPS shooters and decided to kill people in real life thinking they were playing CS would have brought an end to the FPS genre entirely. People wouldn't play football and other contact sports because of fear of the rare jackass that tries his best to hurt people badly when playing.
Simply disregarding something because theres a small number of idiots who would try to ruin it is not how to make progress. Sure, negatives are worth considering, but not ONLY negatives. And the largest numbers will always have their way in the long run. It wouldn't be hard to blacklist or all out ban offenders from Spring. We don't want them in our community if they are going to do shit like that, anyway.
Zpock has the best point against this sort of thing by a long way at the moment.
Zpock wrote: incentives to start doing unnatural and bad stuff. Like kills/death ratio of units would make people start avoiding light units and stuff, totally retarded. Wins/loss ratio, more stacked teams yay! Tracking comkills, then people will start to mindlessly go after enemy commanders neglecting other aspects in team play.
Of course, the whole discussion is pure speculation at the moment. There is undoubtedly a lot of potential for "achievements" that will infact encourage gameplay rather than impede it. Anyway, taking the point about tracking comm kills:
Destroying enemy commanders is the ultimate goal in any comm ends game as it stands, and always a key objective for me in comm continues games also...Comms are valuable, there's no reason not to take advantage of a possible comm kill if it will prove worthwhile.
Also, something I have done for the majority of my time playing Spring is to find new and different combinations of strategy and tactics. New approaches to the game that arn't necessarily the most simple and easy to execute. Challenges like this are good, and importantly, keep the variety in the game. With a well developed "awards" or "achievements" system, you could send players in a good general direction by setting challenges that tie in with effective strategy/use of units/gameplay etc.