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Unfairness and nasty surprises in tournament?
03-02-2009, 07:00 PM, (This post was last modified: 03-02-2009, 07:00 PM by blazephemik.)
#1
Unfairness and nasty surprises in tournament?
Hi!

I´m doing some research and groundwork for possible tournament. Whole thing is still just a sketchwork in my head and far from refined plan.

What I´d like to know is how much of unfair situations and groundshaking surprises people would be willing to take in tourney? There would be issues like
-total intel blindness. You have no clear idea of enemy forces nor their objectives. Other side could meet their objectives without other side even noticing that.
-dynamic battle map and casualty calculations resulting crippled and damaged formations could face full strength armour units depending how others have done their previous games.
-Battles with so huge force strenght difference that only sensible solution is to draw your forces to retreat area, limiting fights only to weaken enemy forces before next battle.
-No individual winner nor loser. Only team scoring.
-Objectives and situations (enemy and own) in other battles might determine reinforcements and fixing of damaged formations for all players in the side.

Does it sound too complicated?

-edit:typos-
Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.
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03-03-2009, 01:26 AM,
#2
RE: Unfairness and nasty surprises in tournament?
Sounds good. Just keep the rules short and simple.
Vesku

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03-03-2009, 02:57 AM,
#3
RE: Unfairness and nasty surprises in tournament?
Sounds like Double Deuce's Combat Campaigns. Was played on a larger map, and players maneuvered on it, and combat occurred when forces bumped into each other. Battles could involve multiple players on one side, and only 1 on the other, uneven odds, battle damage and losses from previous battles, and always complete blindness in the way of intel unless you had gathered it yourself. Damned good fun, but it requires dedicated players, and a firm set of rules, and a cracker jack moderator.

Maybe not something for a first time toruney.
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03-03-2009, 04:11 AM,
#4
RE: Unfairness and nasty surprises in tournament?
You would get a TON of bitching and complaining about everything. Why does he get M18s when I don't get 250 King Tigers. The map wasn't designed fairly and I think it sucks. Seen and heard it all.
Some of us are busy doing things; some of us are busy complaining - Debasish Mridha
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03-03-2009, 06:24 AM, (This post was last modified: 03-03-2009, 06:25 AM by Epoletov [SPR]..)
#5
RE: Unfairness and nasty surprises in tournament?
I did similar campaign for clubmates in S.P.R. As Double Deuce (used COCAT :whis:).

Link to web page Campaign "T-80".

Why it has not come to the end safely:
1. Change, completion of rules during campaign.
2. Entering of corrective amendments into balance of forces.

It is very interesting entertainment, but a lot of free time from its organizer demands. :coffee:
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03-03-2009, 08:50 AM,
#6
RE: Unfairness and nasty surprises in tournament?
Im running a tourney which has seom of the elements you have mentioned and I think keeping the rules simple is the best advice I can give.

Mysterious victory conditions, and the like sound like a good idea but many players in mine complained that the huge maps and large amounts of points were too much for them to handle and have fun so starting small and building up to the big battles might be a better way.

And while I dont want to imply that many of the players in my tourney are simpletons (because they are not) any rules you do have should be carefully explained with examples if possible, in fact i found that running several test battles to get things right helps to see if the rules are viable (sometimes they are not even if they look good in theory).

I run a team scoring and player scoring tourney so to encourage cooperation but allow for individual competitiveness, players seem to like seeing how other players are doing.

I have a plethora of various rules which can be dropped on players as fate intends and its adds a bit of spice to the battles as having something which can allow for a certain amount of luck can add to the battle as long as it isnt overpowering.

The battle damages idea is interesting but given the caliber of some of our players that might be consigning a battle damaged player to certain doom, trying to find a system which has some ongoing penalties for bad performance is something which I am working on also but its a delicate balance of handicapping

Finaly think about maps and map dynamics, certain terrain and features can slow battles down or allow certain types of force to get ahead, be aware of what you put on your maps and think about how the battle will likely move (again test battles) as an Urban battle will usually come out much different from a desert one or a map full of choke points.

Anyway good luck with your ideas, its fun to make them come to life and rewarding but can be hard work.Big Grin
Bis peccare in bello no licet - One cannot blunder twice in war.
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