🎯 Game Objectives & Map Variety
Aim for 1–2 games per format to keep things fresh and competitive.
✅ Regular % Games
- Classic Format
- Include a couple of these, but don’t overdo it—they tend to feel a bit stale compared to other modes.
- Scoring System Suggestion
- Award season points (sps) based on exact % controlled (up to 2 decimals):
- Example: 10% = 1.00 sps, 20% = 2.00 sps, 23.47% = 2.35 sps
- Optional multipliers for top teams:
- 1st: ×1.5
- 2nd: ×1.3
- 3rd: ×1.1
- ⚠️ Note: This adds complexity and might be hard to track or explain
- Strategic Depth
- Teams will be more intentional in setting % targets, adjusting in real-time to stay in the running
- Pros: Teams earn exactly what they deserve
- Cons: Risk of early stagnation—teams might stop pushing 5 mins before end if they're satisfied
- Control Point Twist
- Count KOTH (King of the Hill) scores at 20, 40, and 60-minute marks
- Adds 3 high-intensity battles across the match
- Prevents early-game KOTH from being irrelevant
🔁 Multi-KOTH
- Always exciting and dynamic
- Enneadec Colosseums from last season was a great example:
- Right amount of KOTHs
- Good balance in scoring
- 🚫 Suggest disabling teleport:
- No teleporting into KOTHs
- No TPing out-of-bounds (especially into grey zones)
📊 Tiered %
- Not a personal favorite—too similar to regular % games
- Suggest limiting to just one game max
🕹️ Control Points
- Avoid having just one point active—too chaotic for all 6 teams at once
- Two possible alternatives:
- Two active control points at a time
- ~3 teams targeting each makes it more manageable
- Staggered control points
- New point appears every 10 mins
- Announce 15 mins before it's counted so teams can plan ahead
- Good for stream pacing—can highlight one battle at a time
📍 Extra Small % Game
- Scale things down for a faster, more intense match:
- Map: ½x size
- Blast radius: ½x
- Leveling: 2× speed (if adjustable), otherwise spawn teams at level 20 or 24