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HeroScape General Discussion General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. |
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#13
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
I really enjoy tournaments, but I also don't mind the downtime. I'll eat lunch, go to the bathroom, call a friend, talk to other people there, etc... It's pretty uncommon for me to just be sitting around doing nothing at a tourney.
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#14
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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I think the switch to win-difference might be sufficient to encourage faster play. Also, I've never witnessed actual stalling, I don't think. Some people play more slowly (I'm one of them) but they seem to regardless of whether they're winning or losing. Given that at every event I've been at everyone has a really good attitude to the day I'm inclined to not give much weight to concerns about how the system might be exploitable. As I said above, I don't expect "important" events like the GenCon Championship to adopt this model; I'm thinking of it more as a way to bring some of the best things about tournaments (commitment to an army you have to play multiple times; reasonably competitive games; prizes;...) to a slightly less formal setting. Something between gameday and tournament perhaps. Quote:
Actually, maybe there needs to be some break time built in. Five minutes between games for anyone that doesn't want to leap straight in? The option to declare yourself inactive temporarily to get some lunch? |
#15
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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As someone who likes playing longer games with large amounts of figures, I think I would really like this system. I often have issues finishing tournament games within the assigned hour, and, while the system itself rewards the quicker armies, which is not me, I would rather get 4 whole games in than 5 that I did not finish. Since downtime is only negatively impacting the person taking the downtime, I see no reason why you wouldn't be allowed to take all the time you want after a game to freshen up and get a drink, and then come back for another game. If anything, it should promote the mixing. I see this as another perk for people like me (longscapers), who find themselves running from game to game without even a moment to run to the bathroom. They are done! Version 1.00 is out: Books of HeroScape in pdf format
Last edited by RobertDD; April 16th, 2009 at 10:42 AM. |
#16
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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However, a reasonable first-order approximation of your updated ranking can be done using partial scoring and a cellphone calculator - it's one division and two additions: Code:
New ranking = old ranking + (opponent's ranking + game point diff)/(games played - 1) So, players could update their ranking that way, and then give their game result to the TD. They would get their next game based on their approximate ranking, and the TD could drop by and give them their updated ranking at any point during their next game. EDIT: I should add that if I were the person sitting at the laptop, and I had a good system programmed, I could do the update in 10 seconds. So making people do it themselves wouldn't be necessary. Quote:
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#17
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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Being able to avoid counting points is one of the big plus-points for me with this system. I really don't think points remaining at the end of a victory are a very meaningful measure of much. I'm happy with letting the D20 decide who goes to the prize table first. (The D20 wouldn't change rankings; people could finish equal 3rd, or whatever.) Quote:
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#18
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
It occured to me that you might even calculate one's score as I outlined above, and then divide it by the number of games played. That way, the entire speed of playing is taken out of it, and no quick or slow armies are rewarded or punished, nor is anyone who plays against one of those armies punished. There probably should be a minimum of 4 full, played to the end, games to qualify for a standing, and the more I think about it, the better it seems to me to discard any unfinished game results.
Also, I dont think people should actually be ssitting at a map. Match-ups can and sshould be done by the coordinator. Just hand in your card when you are ready for the next game. They are done! Version 1.00 is out: Books of HeroScape in pdf format
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#19
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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a) It won't be intuitively clear to everyone how the outcome of a game changes the rankings, and so you lose the clear "win is this good, loss is this bad" feeling of an objectively less good system. b) It requires that the TD does not play. If I'm going to the trouble of organising a tournament, I want to play some Heroscape! Quote:
I agree and I'd go further and argue that finals are bad things to add on to Swiss systems (or variants such as this one). I've ranted on these boards at least a couple of times on the foolishness of play-offs, so I'll spare you now. |
#20
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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#21
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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I do still really like dividing by the number of games played, to take out the quick or slow playing opponent or army factor, which really is a win/loss percentage, as Onacara mentioned (number of wins divided by number of games times 100%). d20 to settle ties (should be loads of fun at the end of the day!), minimum of 4 full games played, and unfinished games or mutual agreed upon ties (I've never seen that happen, but it could) discarded. Match-ups like you described above. I think that would make a great tournament system, that I might prefer quite a bit over swiss! They are done! Version 1.00 is out: Books of HeroScape in pdf format
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#22
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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#23
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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Since the scoring system used is announced before the event it would also make sense to build your army accordingly. |
#24
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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As it turned out, you only won a game if you actually killed all your opponents. All games where time ran out were considered ties. This made a huge difference in final standing. I still had a great day, of course. Any day that is a full day of 'Scape is a good day. and my Ashigaru actually did quite well in a number of games, but I would've build a different army had I realized that. Anyways, I am getting way of track.... I like playing the meta game to a certain extend, but I also like systems that take the meta game out of the equation (as much as possible.) By the way, Ollie, I wasn't suggesting win/loss percentage as a tie breaker, but just as the first and only way of determining the outcome of the tournament. They are done! Version 1.00 is out: Books of HeroScape in pdf format
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