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Cronus League - Single Ship Teams

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Thomas:
https://docs.google.com/document/d/19_Zpqhe3qrwz1t5Rmxe4depJl8a0VBsP4A2eNMB98HA/edit?usp=sharing

Current rule document above and is subject to change. It will be finalized by the time sign ups roll around. Teams will be made of only 4 players, making it much easier to get involved in. These teams will be paired up for matches. The complete overview is below as well as in the document.

By far the biggest concern is the length of the event (10 weeks, 2 bye weeks). This is necessary for a good league, as teams need time to jockey for position on the leaderboard. A shorter length would make it difficult to find the very best teams, as a single bad week would make it much more difficult to recover from.

In this thread:
https://gunsoficarus.com/community/forum/index.php/topic,6823.msg117357.html#msg117357

We can see the general math used. It takes a number of weeks for the teams that are the best to work their way to the top. In a real event, things aren't nearly as clear cut such as team skill, which is why a long run time is needed. To alleviate the stress on participants, we want to cut down on the length of each day as much as possible. We'll only run for 2 hours maximum, and our goal is to be much shorter than that. This of course depends on the number of refs, casters, and teams. So if you're interested in casting or reffing, we'd love to have the help, just shoot me a PM or send an email to BoCA or just reply in the thread.

If something isn't clear, just ask and we'll respond and clarify it in the document. If you have any concerns, we encourage you to respond in the thread or comment in the document.


Overview:



   [Group of 4 players = Team, Two combined teams = Pair]
   The League will last 10 weeks starting Jan 9, 2016 with the final week on March 12, 2016. Matches will start at 2pm EDT/ 6pm UTC. Teams will composed of four players (not eight). Sign ups will end on January 6, 2016. For simplicity, the number of teams will be limited to a division of 4 (So: 4 teams, 8 teams, 12 teams, 16 teams, etc etc). If there are extra teams when sign up ends, teams will be allowed to sign up late until the end 2nd week. Teams that join the league late will have points deducted from the starting total for each match they have missed. Matches will be 2v2 Deathmatch and 2v2 Capture Point.
   
   Teams begin the season with 1000 points and compete for points through matches. The losing pair will have 10% of each of their points taken. These points will be pooled and then split evenly to the winning pair. To avoid fractional points we will round down when taking points, and round up when distributing points.

Example:
C: 1001 pts, D: 990 pts

   Pair AB beats pair CD. Team C will have 100 points taken (rounded down from 100.1) and team D will have 99 points taken. This is pooled into 199 points. Split evenly between teams A and B, they each get 100 points (rounded up from 99.5)

   In weeks 2-9, teams will be paired in a high-low system based upon their points values. The team with the highest points will be paired with the team with the lowest points, second highest with second lowest, third highest with third lowest, etc etc. In the event of tied point values, teams that signed up first will be considered as ranking lower in regards to arranging paired teams. Weeks 4 and 5 will be bye weeks, with only half the teams playing each week. Pairs will be together for the duration of the matches that day and compete against other random pairs.
   
   Week 1 pairs will be chosen by the teams themselves (if they so choose) for the first match of the day. Teams that sign up first get first pick of their partner teams. Teams that do not choose partners and are not chosen will be randomly paired. The remaining matches will have teams paired with another team randomly.

Week 10 (Finals week) will have the top 4 teams compete in a double round robin. In the event that teams are tied for first place, the tie will be broken by whichever team came into the finals with more points.

Squidslinger Gilder:
I've always liked the idea of a longer event time frame because it lessens the pressure of having to win at all cost. Specially when things go wrong...crashes, bugs, or anything else that might cause a team that should perform much better, to instead look like scrubs. But participation and actually doing it are another thing. Burn out was always an issue with events even under 5 weeks. Good to see you take this into account with bye weeks.

Keep in mind you could also potentially do bye weeks without doing a bye week if you rotate the teams around but this might be a management nightmare. Especially because you don't have set teams well in advance.

If time frame is a problem then there is another way you could accomplish a large number of matches within a shorter span. Simply put run the event like baseball. When they travel to cities they usually play about 3 matches. Now traditionally when we've had more than 1 match a day we've had it in "best of" formats. However if you just baseball it and run it as a series. Then say limit it to 5 weeks. So 4 weeks of regular play and 1 week of finals play. Save the best of matches for the finals. So in normal season play you'd have teams running a total of about 12 matches.

The trick comes in with reffing and casting. You'd have to run dual streams and have a schedule of 4 matchups a day if you go with a 2hr time slot. If you needed more than that, then perhaps you might have to tweak the time slot. If you shortened match time to 15 minutes then you'd be looking at 90min run time vs 120min. A 15 minute slot would free up 30 minutes, which wouldn't be enough. So you'd have to play for a 2:15 minute time frame to fit in 3 matchups a day. Course that doesn't account for time between. So you'd have to allow about 2:30 for problems/etc.

Thomas:
Right now we're looking at a minimum of 2 streams with teams playing 2-3 matches a day, but not in a best of 3 format. Similar to the Blood and Brass where they're just set up against other teams, and win or lose you'll play against a different team next. B&B has 6 teams, 2 streamers, and each team plays a whopping five matches a day. It usually takes a bit under 3 hours for the whole thing. Assuming we have 16 teams (8 pairs), 2 streamers, and each team plays 3 matches which take 25 minutes (lobby, game time, set up, etc); we're looking at 12 matches with each streamer doing 6 matches. Comes out to 2 1/2 hours. In practice it might just make the 2 hour mark, since a lot of matches only take about 10 minutes or so on the smaller maps. But if we toss in a third streamer or cut it down to 2 matches a day, it'd easily be within the 2 hour mark. Cutting down the match time to 15 minutes would work as well.

It really comes down to how many teams and how many casters we have.


For the bye weeks, we'll have two weeks around the mid-point where only half the teams will play one week and half will play the other. So every team will get one full week off.





Just as a preview to keep everyone entertained during November/December, we're looking a quick bracket-style tournament based off of Zancs idea (same thread linked to above). This should only take a day or two and give everyone a taste of what to expect during a full season of league play.

Squidslinger Gilder:
Right looks good. Be sure to plan for best case and worst case situations in terms of activity of both players and casters. Aero planning was started with best case in initial stages and then altered a bit as planning for worst case started to happen. Bigger the event, the more complicated it can get. Which in turn means finding the balance.

Along with the event itself, even if something is extremely unlikely, best to have it at least addressed because knowing folks around here, they'll find a way. Which then puts you on the spot.

ZnC:
Hooray! 4-player, semi-competitive league!  :D

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