- team based
- easy to ref (this rules out moneyball). Probably shouldn't be getting refs to count bodies during the game. Also:
- no electronics (rules out AFPL Redzone I think). To keep it playable for walkon or outlaw games.
- no timers other than the main game limit. Again, this is a ref load and outlaw ball issue. Needs KISS principle.
- easy to admin. So, I think just one or two objects. Having loads of flags gets a bit funky.
- easy to explain (rules out NSL and traditional 7man). No complex scoring structure. Definitely no points-per-kill or points-per-body (alive or dead). KISS, again.
- playable anywhere there's bunkers. No need for walls or buildings or whatever.
- Minimal special equipment. So ideally you could just use a jersey or a ball. Having to set up special structures or noisy things, I think the sound thing is a pretty good idea Fubarius, but I'm trying to shave this down to the MVP.
- No paint lines required to mark the field. Again - outlaw. Any field, anywhere, any time.
- An incentive balance that makes flag action happen while the opposition still has bodies alive at least, say, 50% of the time. (rules out NXL, xBall, etc)
So when I put all that in, I end up with something like this:
Center flag, 1 point for first pull
and
A point for the hang, but the hang is on any Endzone bunker.
Endzone is not just past the end line, it reaches up the field a bit and is defined by touching an endzone bunker while carrying. So the back line of bunkers (at least) would BE the opposition endzone. We don't have to paint the ground and mark an actual endzone. Could use colored bunkers for this but generally will be clear enough. The field layout determines which bunkers are and are not endzone bunkers. You might decide that only the home bunker counts. Whatever.
And that's it.
No respawns.
Standard penalties.
People can throw the flag. If it is thrown out, it is placed back in on the sideline.
Considerations:
Might need to be careful with bunker layout around the flag and the zones. Field layout and lane blockers would matter here. Remember old school Xball layouts with the pins?
You can tune the gameplay by tweaking which bunkers are in or out of the endzone. It could even change between games. But that's complex.
Team size - Whatever, but I'm thinking 4v4. Dunno why I think that. Feels like a good balance.
Field size and bunker set - probably much the same as NXL.
Paint - I'm thinking hopper +1. Lets you lane a bit off the break but then you need to slow it down.
Also a magfed division because of the noob appeal.
Anyways.
The other thing is filming. I would just have all the cameras at one end so every shot is over the shoulder (best shot, see both ends of the gunfight) and it's easier to follow. Teams switch ends between games anyways.
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