Tired of the last 20 seconds of a Turf War match being the only thing that matters?
Tired of getting obliterated for 3 whole minutes against a team you had no chance against?
Despise the fact that there's no way for Turf War to be a competitive mode even though Nintendo keeps using it in their tournaments?
I have the solution. A solution that keeps the spirit of casual play from Turf War, while keeping it fun for the pros!
Here's the idea: Instead of points being decided by the total amount of ink on the from the team at the end of a match, points will be gained throughout the match.
The team with the most amount of turf will gain points based on how much more turf they have over the other team. The team with less turf will not gain any points. Once a team reaches a certain amount of points, they win the match!
I'm being vague with the numbers on purpose since obviously I have no way to test the balance of this. However, I imagine that if one team maintains a tiny amount of turf over the other team it should take about 3 minutes for the match to end. If one team has a huge lead the whole time it be a minute or less. If it's a close game the whole time it should take around 5 minutes.
I don't a have time to make mockup graphics for the UI, but imagine bar right below weapon/timer display at the top of the screen. One half of the bar fills up from the center with the team's color when they gain points. The other half is the same for the other team. Once one half fills up all the way that's victory! The bar could even disappear when it's getting close to full to keep that ambiguity of who will actually win in the current Turf War rules.
This should solve most of the issues from Turf War. It's never the last 20 seconds that will matter. Similar to Splat Zones, it's about maintaining control for as long as possible. If one team is completely dominating the match won't drag for 3 minutes. There's a lot more value with inking the base for the sake of getting early leads. This shouldn't alienate the casual audience either.
What do you guys think? Is this a better ruleset for Turf War? Do you see a bunch of issues with this idea?
Tired of getting obliterated for 3 whole minutes against a team you had no chance against?
Despise the fact that there's no way for Turf War to be a competitive mode even though Nintendo keeps using it in their tournaments?
I have the solution. A solution that keeps the spirit of casual play from Turf War, while keeping it fun for the pros!
Here's the idea: Instead of points being decided by the total amount of ink on the from the team at the end of a match, points will be gained throughout the match.
The team with the most amount of turf will gain points based on how much more turf they have over the other team. The team with less turf will not gain any points. Once a team reaches a certain amount of points, they win the match!
I'm being vague with the numbers on purpose since obviously I have no way to test the balance of this. However, I imagine that if one team maintains a tiny amount of turf over the other team it should take about 3 minutes for the match to end. If one team has a huge lead the whole time it be a minute or less. If it's a close game the whole time it should take around 5 minutes.
I don't a have time to make mockup graphics for the UI, but imagine bar right below weapon/timer display at the top of the screen. One half of the bar fills up from the center with the team's color when they gain points. The other half is the same for the other team. Once one half fills up all the way that's victory! The bar could even disappear when it's getting close to full to keep that ambiguity of who will actually win in the current Turf War rules.
This should solve most of the issues from Turf War. It's never the last 20 seconds that will matter. Similar to Splat Zones, it's about maintaining control for as long as possible. If one team is completely dominating the match won't drag for 3 minutes. There's a lot more value with inking the base for the sake of getting early leads. This shouldn't alienate the casual audience either.
What do you guys think? Is this a better ruleset for Turf War? Do you see a bunch of issues with this idea?