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Originally Posted by NutHug View Post
The striking mod seems pretty nice but fractures seem to contradict the whole thing.
From what I see it's 30tf 1200mf though. That's 40 turns. I think normal mods have about 12 turns, I can see me lose interest even as a player. Allowing for comebacks and extending the fight is nice but you shouldn't make it longer than a brushu match. 20-25 turns should be more than enough. You don't have to pet players and allow them to comeback from everything. Even if there's no queue in matchmaking it will probably be promoted to clanleague and other events. And everyone hates super long matches. Especially if you have to play plenty of those.

Ontopic:
What system will the matchmaking be? I think a modlist with ~5 very different mods and the ability to ban 2 mods prematch would be nice. Forces you to focus on at least 3 mods and adds some strategic value.

judofrac - hell no, a 70 tf mod for competitive play?!

tk/erthtk -personally I prefer tk, I always considered erthtk a bit awkward to play but I lack the experience with erthtk to make a judgement here

lenshu3ng - that's a given

wushu - box whatever version

aikidobd in favor of spiritwrestling - you can't argue with people streaking like crazy against less experienced players there even though I consider it to be one of the most boring mods ever

and for 5th one of the striking mods.

The argument of 12ish turns is a good one at the surface, but then again it really doesn't make sense; why not promote a varied environment instead of imposing a rule of "12ish turns, no more no less" for competitive matchmaking? Now, being able to "deselect" either the mods that go long or the short ones would probably promote a healthier matchmaking system as it allows people to choose whatever they are comfortable in.

But that's just my 5 cents on why we should promote both mods that go long and those which generally end on turn 6 after a flip. However, 40 might be a bit too much, but what about 30?
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