Desperate times

Allegiance discussion not belonging in another forum.
Papsmear
Posts: 4810
Joined: Sun Jul 06, 2003 7:00 am
Location: Toronto, Canada

Post by Papsmear »

Something needs to be done. Last Sunday was the lowest turnout I have ever seen from SysX.
I can't remember the last time I've seen GB play a squad game, PK/SF & BS hardly play squad games anymore.
RT/NI & SysX are the most active squads and even we are having a hard time showing 10 for squad games.

I think there will be alot of resistance to merger squads and I'm not sure the best way to merge them. Except for nostalgic reasons, I'm not sure why someone would want to be a member of a squad that never or almost never plays squad games.
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pkk
Posts: 5419
Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

Papsmear wrote:QUOTE (Papsmear @ Jul 21 2012, 01:43 PM) I think there will be alot of resistance to merger squads and I'm not sure the best way to merge them.
You're wrong, there won't be resistance, there is. People don't want to loose their tag, which they were for ages...
Last edited by pkk on Sat Jul 21, 2012 11:46 am, edited 1 time in total.
Reason: typo
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

I can't help but feel ACSS actually going live would start to fix the playerbase issue. :unsure: At least if combined with a big push in advertising and a stern hand from allegs to make any asshats cool their heels with a ban if they abuse the newbies while we rebuild.
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<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
djrbk
Posts: 2341
Joined: Tue Jul 01, 2008 5:51 am

Post by djrbk »

I doubt merges will fix much. The issue is more about a lack of primetime than one sunday game a week.
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

djrbk wrote:QUOTE (djrbk @ Jul 21 2012, 09:01 AM) I doubt merges will fix much. The issue is more about a lack of primetime than one sunday game a week.
Well, yes, but it will make squad games happen, which is always nice.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

TheAlaskan
Posts: 2256
Joined: Tue Apr 03, 2007 2:15 am
Location: Denver, CO

Post by TheAlaskan »

SLs and ASLs, start recruiting like your squads' lives depend on it.
MonAG
Posts: 552
Joined: Mon Oct 17, 2011 11:37 am

Post by MonAG »

I believe that forcibly merging the squads is of no real value. You can make temporary mixed squad games with the same results, and avoid getting into "political" discussions and subsequent trolling.

Squad game time, has become the time of the week when most squaded pilots show up, with the hopes of biting into a good game (pilots show up, even if their squad have no scheduled game). This is an asset that is being wasted. Last Sunday for example, we couldn't get a proper squad game running, but we had enough good pilots to try build a good game. Instead we had a couple of disorganized brawls, with resigns at 5 minutes, no Mumble, no coordination (I personally got frustrated after one hour and left to do something more useful, I can play PUGs any time of the week...).

This can be solved with a simple habit: if no match is scheduled, the 2 squads with most members present face each other. The remaining squaded pilots are evenly distributed among the 2 teams (either individually or as a squad). Pilots should also try to connect to mumble for this games (a habit that is getting lost lately).

Squad game time is our last line of defense, and if we don't handle it carefully, we may lose it as well.
qqmwoarplox
Posts: 1647
Joined: Thu Feb 09, 2012 8:18 pm

Post by qqmwoarplox »

I dont see why a squad should exist if it doesnt participate in squadgames.
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

qqqqqq wrote:QUOTE (qqqqqq @ Jul 21 2012, 02:38 PM) I dont see why a squad should exist if it doesnt participate in squadgames.
True. Tags of inactive squads should be disabled. These are not vanity plates.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

MonAG
Posts: 552
Joined: Mon Oct 17, 2011 11:37 am

Post by MonAG »

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Jul 21 2012, 04:57 PM) True. Tags of inactive squads should be disabled. These are not vanity plates.
Agree. New squads have the requirement of 15 members and 3 squad games with at least 10 players. Probably some existing squads aren't able to fulfill those requiremnts if asked to do so...
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