Many scheme change requests lately so I'll list everything here and soon we will publish the changes.
Big RR
- remove banana bomb
- add a rule to prevent draws: if you finish on the same turn, the remaining time on the clock decides
BnG
- replace the minimum distance rule with "Stay on your half of the map"
- are the rules regarding 5s and 1s nades and straight bazooka shots necessary?
Aerial
- replace the current scheme with Sensei's
scheme (3s mines etc)
- should crates be removed?
Intermediate
- add a rule: "You can request Bo1 but in that case the opponent gets to start."
Team17
- lots of draws with the current scheme. See Mablak's old post:
Quote from: Mablak on April 06, 2011, 08:55 PM
7 girders is a big improvement in pretty much every way, and I'd actually like to see how the scheme would work with fewer. Because with 7, you still never see a game where someone runs out, I don't think I've seen a single match where this has happened. And this is partly because people are forced to conserve their girders, but it would be nice to try say, 5 girders, because at that point you actually will see people breaking through their opponent's defenses.
And it would definitely make more games less likely to reach SD. The TUS scheme as it is suffers due to its crate probabilities, almost every Team17 I've played with it results in a tie due to lack of aqua sheep. If you wanted to keep these crate probabilities the same, lowering the number of girders would probably be the only way to even out games. Because people are definitely still having to rely on the (even scarcer than before) SD weaps, simply waiting it out on each side, and often tying.
I'm assuming the rationale for the TUS scheme's lower SD weap probability is to force players to fight each other head on, but it simply hasn't worked. The moment one team is at a noticeable disadvantage and faces defeat by regular weaps, they will take to one side as usual, and SD weaps will mostly determine the game, 7 girders is still just enough to defend. But unlike the FB scheme, games rarely come to a close this way, and there are tons of ties since often times no one has anything. Games that are 30-45 minutes long should rarely, rarely be ties, we should simply eliminate that possibility as much as possible.
Pretty much all the weaps collected in a T17 go unused since people are mostly trying to get SD weaps, and that strikes me as silly. If we tried 5 girders, I imagine people would actually have a reason to destroy girders and break through, knowing they can't be held off all game, and those excess weapons would get some use. I'd just prefer the FB scheme with 7 girders, or the newer one with fewer.
- replace the current scheme with a scheme that has higher SD weap probability? Perhaps use FB league's
scheme (equal crate probabilities except for Mad Cow) just with lower probability for Banana Bombs.
- should 1 or 2 Select Worms be reintroduced to the scheme? Select Worms help against darksiding.
- should 1 x Homing Missile be added to the starting inventory as
Free suggested? This way your ability to finish the opponent doesn't depend on crate luck.
Shopper & WxW
- In FB league's Shopper scheme the probability of Select Worm is lowered to 0.2% so that it would never occur. TUS scheme has much less weapons and as a result Select Worm probability is 1.2%. Whenever Select Worm occurs, it can be game changing. For example the 2nd player may have utilized turn order advantage and piled all the worms. Then the 1st player uses his Select Worm and gets to attack a worm without hitting his own worm.
- lower the probability to 0.5% with scheme editor OR add infinite Select Worm and infinite delay?