Tournament square |
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Wintersmith
New Poster Joined: 09 Jun 2016 Location: Australia Status: Offline Points: 2 |
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You could render a move close to a square fruitless by using a point system which is derived from (distance/racial constant) x Time on square. The further traveled the more points for occupation awarded. I believe the information is already available in the API to do this. |
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DeathDealer89
Postmaster Joined: 04 Jan 2012 Status: Offline Points: 966 |
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Why not go back to the undead type tournament. Where there are a large number of random sq's that spawn throughout the day. Only I would have the undead both defend and attack the sq's.
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GM Stormcrow
Moderator Group GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3926 |
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Hi deathdealer, This thread is very much about changes to tournament square allocations - that the player-run tournaments could also take advantage of. It's not a by-necessity-dev-run-tournament suggestions thread. Regards, SC
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GM Stormcrow
Moderator Group GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3926 |
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We can provide a tournament square list xml file very easily, and simply issue a new one each time the squares move. Not a problem.
Right now, development on the limited API key has finished, just short of the finish line. You've made it clear - for reasons I *entirely* understand - that you're not willing to run a tournament using the limited API key; and until someone else who has the coding skills and wherewithal to run a tournament pipes up and says "I want to use the limited API key", there's literally zero point in us completing development on it. I'm all for developing new things, but if - literally, in this case - they have no possible use-case-scenario, then it's a waste of everyone's time!
Um... It's just as flexible and random/fair if we do it on a schedule every 6 months, no? Want a snap tournament that prevents people from taking advantage of city location? Announce the tournament whenever you like, but have it start on 01JAN or 01JUL, so the squares are unknown until the moment the tournament starts. Same outcome: no one knows the squares until the day of the tournament. Want a more interesting tournament where the snowglobe gets shaken halfway through? Run the tournament from mid-DEC to mid-JAN... Want to run a typical tournament, where people can stock up/move cities to take advantage of a known square? Run it halfway through the rotation period (eg May). Regards, SC
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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Every six months is probably often enough, although I wouldn't mind seeing it happen a little more often, such as every three months. That might encourage multiple different players or alliances to sponsor tournaments. I guess it depends on 1) how hard it is to generate new tournament squares and 2) whether anyone can think of a downside to having it happen every three months.
In terms of terrain, I can see the argument for having random terrains (which would naturally tend to feature a terrain type more common in the area -- such as unfortunately plains and hills in my "home" area of Laoshin and Tamarin). But I'm wondering if this results in the most "fun" or competitive tournament if competition is taking place across a whole continent or two whole continents. Alliances tend to be somewhat geographically focused, and this would mean that alliances in some general areas would have a long-term disadvantage in tournaments. Is this the most "fun" way to do it? Or should there be something that pushes square selection toward a variety of squares in any particular region, essentially making the last 1-2 terrain types somewhat less likely to be picked, for example?
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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I'd like to see a little variety in the terrain type for each region square. Although eCrow is optimized for the Laoshin plains square, it gets tedious to defend the same square using the same techniques every single tournament.
I feel less strongly about the locations themselves actually moving. I'd probably be happy to just see the terrain for the squares change. |
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kodabear
Postmaster General Player Council - Astronomer Joined: 18 Jun 2013 Location: Lucerna Status: Offline Points: 1515 |
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I am good with it being 6 months
imo i like C the best. It would be the most fair but D would be alot of fun
This also works for me. makes the most sense if you were going to do a 6 month thing.
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GM Stormcrow
Moderator Group GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3926 |
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Once the code is written (which really won't take long to do), it could run hourly for all the server cares! My only slight concern is that I'm mindful of those players who wish to create a temporary base around a tournament square. I've always slightly thought that people who are willing to forego all the potential benefits of picking the perfect city location (for sov etc) and/or (with moving tournament squares) exodus a city in favour of a temporary advantage over tournament location should be commended for their dedication. If that's not particularly an issue between choosing either 6 months or 3 months, then I'd personally pick 3. Best, SC
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Dravin the Sloth
New Poster Joined: 18 May 2015 Status: Offline Points: 36 |
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1. six months seems fine, but so do other options, provided they are longer than a month, the reason for which will come in the answer to 3.
i've no need, nor desire, to see balance in terrain type distribution, let the predominate terrain of the region dictate. 2. D. random would be best, i think, and as it would end in resembling B, that would still allow for some assumptions to be made on how to prepare for battle in that region, while maintaining a certain risk in doing so. 3. i think i might very much like the idea of a tourney straddling a change, but the option should remain for tourneys that do not, making it less than a month untenable. P.S. Brandmeister made a good point, though, so i am of two minds. would it be possible to add weight to the lesser terrains in Laoshin, to follow Brand's example. Lao is overwhelmingly plains, perhaps a little extra weight could be given to the less represented terrains to increase, even if marginally, the odds of them popping up? |
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Lord Stanley
New Poster Joined: 12 Sep 2015 Location: US Status: Offline Points: 39 |
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1. Would 6 months be about the right length of time before a square moved?
I think 6 mo would be fine. Plenty of options and considering how much work these are to rune, I think it's unlikely that we'll have one much more frequently then every 6mo. 2. We can try and force a balance of combat terrain types... however, how should that balance be allocated? There are a number of options: a) Based on the current ratios of square terrain across the two continents? b) Based on the region ratio (ie a mountainous region will be much more likely to pick a mountainous square) c) Based on a fixed ratio (eg 8 Small Hills, 8 Plains, 8 Large Forests etc) d) Just randomly pick the square in each region, which will - over time - be most likely to match b) but will also be more likely to throw up random weirdnesses I think randomly random with one hard and fast rule. No landing on sov. 3. If we did (eg) 6 months, we'd pick eg 1st Jan and 1st Jul and let those dates be known in advance. I think that'd also allow players to run tournaments that straddled the change - to shake things up half way through a tournament. Does that work? Cool idea. As a sister idea to enhance the game square. I think Assissins should be allowed to function on any tournery sq, BUT only if the idea of random squares is implemented and they change periodically. (If the squares are staying stationary, I think it is much too big of an advanatge to someone who moved their city close to wipe out all the defending commanders)
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