PLODDITHANLEY wrote:IMHO All that most players want and enjoy is mega teamwork and a battle plan that's stuck too as far as possible.
Above that having a choice and strategy to selecting maps I think can lead to long running resentment by the losing team and over complication watering down the core value of a decent round.
I would have thought a simpler system with two set teams that play without any more structure with neutral admins choosing the map to advantage the losing side if needed. Even going as far to try to minimize the effect of a long running score board.
Maybe the CO's, XO's enjoy strategy and planning but for most of the grunts all that's needed is the best teamwork and co ordination possible in PR.
Two teams , that alternate between blufor and redfor, once a month battle with maps chosen by neutral admin TEAM vote after short discussion.
Just the minimum to be able to enjoy the best of PR, no tags, minimum obligatory training, as little private forums as possible and E drama, flaming, non gentlemanly posting or behavior stamped on hard and fast.
Yea but what you're describing isn't the PRT.
Every person who has a fond memory of the PRT probably can say something about it more than just "yea was a good match, very balanced, killed stuff". There's always the tone of NATO vs CATA, or whichever previous incarnation you were branded with in the earlier years. The team identity made for a lot of the intensity and satisfaction.
Sure, all that intensity makes for a lot of potential for bad blood, but in my opinion thats handled by a big bad boss who shitkicks anybody who gets out of line, hence the difficulty in having it run. CATA 1 was famously dismantled and its senior staff mostly banned. Thats some serious will and confidence in the admins to do that. I wasn't there for most of that stuff but the way the players and the team commanders spoke about the way it happened showed a sense that it was a strongly led tournament.
The CATA 1 thing if I recall correctly even had a retired former admin lead an investigation into it and he posted a report. Talk about professional.
You also say, the players don't care about strategy, they just want a good round. Well frankly what defined the PRT as above the cut was the fact that there were so many dedicated senior staff planning the ever loving **** out of things. Even if the grunts never sat in on it and never had much of a say in it (though they often could, which is how I started to get higher in the ranks, from pure interest in participating) they always got this sense of something big happening upstairs.
Crazy strategies, obsessively timed and balanced battle plans. 11th hour arguments about whether to send that Bradley on a flanking run around the main MEC column at round start as a delaying tactic, or whether it constituted wasted tickets (turned out to be a bloody great idea). If its just some one off battle between two nameless teams with nothing at stake then why bother? It just becomes a scrim.
I get it, the blood on the walls is what came to define the PRT to many people, but in its hey day the rivalry was tempered by great admin and the sense of team identity paired with the impetus to fight a battle every 2 weeks that counted for the whole shebang over a few months was like nothing I've ever done in gaming before or since.
What I find interesting is that if the strategic map is locked in then there's not much argument. You can't tell the admin "WTF is wrong with you, we just lost and now you're giving them a map they can use to shit kick us again" as would no doubt happen. At least in the grand strategy style campaign you gave the losers lots of room to plan and strategize, even if they were on their heels for a couple battles. In a simpler structure it just becomes an NFL playoff. You win or you lose, and the losers definitely feel like losers. One of the things that really buggered up the losing teams after C7 was the sense of futility, the sense of powerlessness. You're gonna get rocked either way, but with a grand strategy map you can at least play a game that makes his victory, if done correctly, Pyhrric.