Community > Community Events
Cronus League - Single Ship Teams
Squidslinger Gilder:
What you could do is lock in partners by a certain week. So do half an event with randoms and then the 2nd half goes with locked in partners.
However, the trouble is getting teams to do that on their own. Aero 3 I tried that and it was a pain relying on teams to talk to each other. In the end the final was terrible because one team was out or forgot or whatever, so mercs had to be brought in to fill a final, which was stupid. So perhaps, organizer based locking in would be best. But then you have to address the possibility of teams dropping out after the locking in or if there is an odd team out situation.
Zormac:
I've been thinking about a pairing system for a cup that could probably be used here, and could still benefit from any sort of score system you'd like, but I recommend a different point system.
Mechanics:
- The games/lobbies are tiered, filled from the top down in order of subscription;
- Whenever a game ends, the two winners go up one tier, the other two go down one tier;
- Upon changing tiers, the teams scramble - so your ally in one match is your rival in the following;
- The winners of the top tier and the losers of the the bottom tier don't move up/down, they just scramble;
- There can't be draws. In case of a draw after 30 minutes, winner will be chosen by first kill, or coin toss if 0-0.
Suggested scoring system:
- Ships are awarded points upon winning a match;
- Additional points per kill.
The reasoning behind this is to give everyone a chance of a fair fight:
- By going up/down a tier, a winner will be paired with someone who lost, which can either help weaker teams go up, and might hold back stronger teams;
- Scrambling will force winners to fight against each other in the following match, which will make advancing increasingly more difficult;
- A simple scoring system that is easy to keep track of, and based on each ship's individual performance.
- Awarding additional points per kill will force people to avoid full-disable builds all the time.
- The tiers are only used for pairing the teams, rather than for score.
Extra suggestion:
- Ships and loadouts chosen prior to the match. However, referees would have to verify this, so it can be more troublesome. This is absolutely not necessary, just an extra idea.
Thomas:
I really want to stick with new team mates every week at least. I don't want teams to pair up on their own and form a super team or a super awful team. Then of course for the ships who don't want to partner up, we end up sticking them with a partner they potentially hate for a long period of time. By shifting to having us just put ships together, we might as well be doing a normal 8v8 tournament.
I like the idea Zormac, but I think it would turn out better to run that as it's own thing and not do a combination of the current idea and your own idea. It sounds like a very neat system and I'd love to see how it turns out. One of the things I don't like would be tracking individual ship performance. This would likely lead to ships not working together and end up competing for kills. Although that might be neat in itself to watch.
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A separate tournament with a much shorter time frame (1-2 Saturdays) is being considered in addition to the Cronus League. This would likely take place before the League sometime in mid-late November, Early December. It's largely based on Zanc's concept proposed in the thread linked above. There's a document that's still in the early stages of development I can like people who are interested, just shoot me a PM.
How it would work is a bracketed tournament with single ship teams. Four teams would enter each block/bracket and compete in a round robin. This would consist of 3 matches in each block, with each combination of teams fighting every other combination of teams (of only those four teams in the block). The top two teams would move ahead, and the losing two teams would be eliminated. In the finals, it would be the same structure but a double round robin, and only the top team wins.
The problem we run into right off the bat is how to deal with ties. Since we're counting wins and moving two teams ahead, there's a lot of tie scenarios. The first method to break the ties is to count wins from each pair of teams and count those towards the teams (not individual ships, but team efforts. So if team AB got 3 kills in round 1, both ships get counted for 3 kills, regardless of which ship got the actual kill). This is to promote teamwork. However, if there's still a tie, we're considering using a rule stating that the teams which signed up early get the advantage and move ahead. It's not great, but it's a quick and easy way to break a tie, and it encourages teams to sign up earlier, allowing us to do some better planning.
However, another member mentioned counting individual ship kills (and Zormacs post reminded me of this) and even getting points for killing their own ally. This would lead to quite the mine-fest and backstabbing tournament as teams scramble to get ahead. It potentially makes it easier to break ties but definitely diminishes teamwork. But it would be more of a fun event than a truly competitive event. Right now I'm leaning towards combined scores for teams and using the early sign up for a tie breaker. Is there people who would prefer the backstab mine-fest? Or does anyone have an idea for a better tie breaker?
Zormac:
--- Quote from: Thomas on October 25, 2015, 02:06:31 am ---I like the idea Zormac, but I think it would turn out better to run that as it's own thing and not do a combination of the current idea and your own idea. It sounds like a very neat system and I'd love to see how it turns out. One of the things I don't like would be tracking individual ship performance. This would likely lead to ships not working together and end up competing for kills. Although that might be neat in itself to watch.
--- End quote ---
I'd love to see this going at least once. I could write a neat little program that will generate the lobbies and calculate the tier changes based on match result.
As for the point system, tracking individual kills was just an idea - it would work just as nicely with just points for victory, or even based on the team points, for instance: match ends 5-3, team A goes up with 5 points and team B goes down with 3 points. I just think that this would make people abuse disable-oriented builds, or leech points off their allies without contributing much. Kills could mean a small bonus, because it would add up over several matches. Regardless, it's just an option, but not entirely necessary.
Anyway, what can I do to make this official? :p
Thomas:
You should reach out to Competitive@musegames.com , which is the BoCA team. They'll help you find a good time period for the event (since they know when other events are going on), they can help set up prizes and graphics as well if needed. They have a list of casters and referees too you can pull from. Basically they'll help with anything you need, and you still get final say on how the event is going to run.
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