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On June 22 2010 08:34 banana wrote: Handicaps:
Sticky Every building must be build adjecting to another building and cannot be lifted afterwards. Additional command centers excluded.
Twins When constructing a building, you must construct an additonal building of the same type simultaneously next to it. Additional command centers and addons excluded. Did you even look at the handicaps and/or handicaps guidelines? They both at least cancel out the "Sticky" handicap and probably cancel out Twins too, especially since it means building 1 fact= building continuous facts whenever you have the money.
edit:
handicap suggestion : expansions must be liftoffs from main :D
Once again, did you even look at the handicaps already in place and/or the handicaps guidelines? One handicap is "No Lift Off" and is clearly violated in your suggestion.
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On June 22 2010 06:45 Pholon wrote: The 50 games quota is apparently a little steep for some people. If you don't have the amount yet just enlist anyway and we'll be the judge of whether you're good to go. It's definitely steep - even you don't have 50 games.
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nooo i played way over 50 games, but they're all on different accounts D:
oh well, good luck to our sheep, and good luck to morrow!
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On June 22 2010 10:08 deL wrote:Show nested quote +On June 22 2010 06:45 Pholon wrote: The 50 games quota is apparently a little steep for some people. If you don't have the amount yet just enlist anyway and we'll be the judge of whether you're good to go. It's definitely steep - even you don't have 50 games. At least its close, but I have to admit that it does make Pholon seem like a hypocrite, then again he does have work at TL.net to worry about so I would say that for him 43 is close enough. Besides, it would take him, 2-3 hours tops to get to 50?
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Handicap at start of game move CC 1 hex up (if minerals are south) so you have inefficient mining for the rest of the game? Apply this to nat too I guess, will force a lot of extra SCVs and delay all the timings.
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On June 22 2010 10:16 deL wrote: Handicap at start of game move CC 1 hex up (if minerals are south) so you have inefficient mining for the rest of the game? Apply this to nat too I guess, will force a lot of extra SCVs and delay all the timings. Doesn't this interfere with the no lift-off handicap?!?
edit: this is in terms of for the main CC.
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50 games? haven't even gotten to play this season yet ugh...
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How about these handicaps: 1.Hero cannot build more than 120 supply of units 2.Hero may not wall at the top of his ramp 3. Hero may not use siege tanks
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awesome event. thumps up! is this banner from double dragon ? <3
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Handicap: Maximum 2 workers on every gas mine. Would be pretty detrimental yet not unmanagable.
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Submitted app, I've played more than 50 games but did clearstats YES. i hope i still get to be chosen!
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On June 22 2010 10:23 Newguy wrote: How about these handicaps: 1.Hero cannot build more than 120 supply of units 2.Hero may not wall at the top of his ramp 3. Hero may not use siege tanks number one can't be tracked and was it was said that it won't be picked in the guidelines for posting the handicaps(either pg. 1 or 2 by grobyc)
edit: updated my handicaps on pg.3.
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Handicap: - No gas for 5 minutes [Observer, alerts, timer for aid] - Lift to expansion and NR10.
I think the handicaps already in the list are lame, too insignificant, and uncreative
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Turtle Mode - must have two defensive structures next to all existing CCs before building a new one Fixed Emplacements - tanks, once seiged, may not unseige except to free up supply Close Range Combat - may not upgrade any range upgrades Unorthodox Expansion - may not take natural before third Initially Orderless - may not use rally points
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Um this is a fail try, but I have a few ideas (which may be corrected if I'm tragically wrong or something):
Ground Units Only--No air units are allowed. I have a feeling this has been suggested and shot down, but there's one.
No Turrents--Can't build any turrets anywhere (perhaps remedied by random bunkers?).
Can Only Build X Types of Units--Morrow can only build X number of types of attacking units.
I dunno, I think most good handicaps have already been thought of. There doesn't seem to be must else that is fair and fun at that same time.
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This shud be interesting.
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On June 22 2010 10:23 Newguy wrote: How about these handicaps: 1.Hero cannot build more than 120 supply of units 2.Hero may not wall at the top of his ramp 3. Hero may not use siege tanks LOL you do realize that is almost exactly what I suggested?
+ Show Spoiler +On June 22 2010 06:30 BrogMaN wrote: Handicap suggestions: -Some kind of supply cap, not really sure what it should be. 150? -No wall off (although that might just promote ling rush= GG) -No Siege Mode (maybe a bit too harsh) -No hard push (i.e. no turrets outside base)
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I hate my house: Has to lift off and mine from somewhere else other than the main.
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