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Post by Ryan Ro [NAPW] on Feb 22, 2006 13:56:50 GMT -5
Hey guys,
So far I'm liking the definitive roleplay periods, and it's great to see that people are still RPing just for character's sake as well (which really just means you're interested enough to do so.)
I a couple thoughts.
-Regarding the deadline bomb rule. I think it's good. Now. Right now you can only RP once in the last ten hours. Is that too much? Should we make it once in the last SIX hours instead, or is ten hours good for you guys?
-Tag team stuff. I've changed the tag team limit to four as well, since half the tag teams are handled by one guy. Six is a lot of RPs for one guy to do. Is that fine?
-Also tag team. Now, say you have Doomriders vs D-X. Both teams are comprised of two handlers. Does the TEAM get one RP in the final ten hours, or do BOTH MEMBERS of the team get an RP in the final ten hours? I would argue the latter.
Now, then, that would mean that a team like The Dudes or Delivery men, they would get two in the last ten hours as well to counter. I mean, I would prefer that each team has done three before then anyways so.
Any questions, comments, or criticisms. If the rules are at all intefering in the fun you're having, or if they've helped you because you can really focus on each match and you know what RPs are going to count from your opponent and for you...etc etc.
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Ravager
Indie Wrestler
The Shooter
0% Avatar, 100% Ass Kicker. The White Collar Assassin Is On The Path Of Annihilation
Posts: 511
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Post by Ravager on Feb 22, 2006 15:15:02 GMT -5
I think one in the last ten hours is fair.
I wasn't sure how the four rp limit would hurt Ravager (as some people may have noticed early on, I like to write a lot) but having to focus on getting my best stuff in four rp's has helped. Plus, with the way the roleplay period is defined, I can still do a promo a day. So I think it's all good.
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Post by Stylin' Kyle Roberts [REBEL] on Feb 22, 2006 15:24:46 GMT -5
I thought it was one in the last TWELVE hours.
Also, unless, say, I'm at work and not able to post for some reason, I think that the six hour limit is a good way to go. Six hours is a good enough window to get a final thought or two in.
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Post by stein on Feb 22, 2006 15:25:57 GMT -5
I think the only flaw in the current system is when you have teams of new people going up against each other, like we have on both cards this week. Just a general lack of communication could make organizing the number of roleplays difficult (I think Stein, Dev and Lobo might have been one over). Other than that kind of on-the-side eventuality, the current system is great.
And since the discussion seems to be mostly around the last few hours rule, I like the current ten to twelve hour period. Thats mainly because I absolutely hate it when people try to stack all of their roleplays into the last day after their opponents have already gotten theirs done, and this seems like a good way of preventing that.
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Post by nexusone on Feb 22, 2006 16:22:00 GMT -5
An idea I just IM'ed the Prez... For 6 man teams, the individual character limit should be 2 rps. That allows each team the 6 and the communication problem is solved for teams that don't know their partners.
I like the 12 hour rp rule.
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Post by "Sick" Billy Kryenik on Feb 22, 2006 22:30:16 GMT -5
1 rp from each team in the last 10 hours.
i think the team (if they have two members) should conference on which rp is the strongest and go with that. It'll promote team work for 2 man teams as they will have to work together to decide.
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