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Topic ClosedAlliance Tournament League-Based Modifications

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Kumomoto View Drop Down
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Direct Link To This Post Posted: 21 Jan 2012 at 15:40
Originally posted by Qaal Qaal wrote:




Edited to add:  I'm not endorsing assassinating anyone's commander during a tourney, just speculating on possible mechanisms that people might want to employ.

Edited to add: though maybe I disagree about not assassinating commanders...might cause a delightful amount of mayhem...  Tongue


IMO, the problem with any city attacks is that it is sort of a slippery slope... If someone doesn't have assassins, then is it ok to attack the city then to kill the commanders?, etc...

[/QUOTE]

Edited by Kumomoto - 21 Jan 2012 at 15:41
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Direct Link To This Post Posted: 21 Jan 2012 at 16:17
Hopefully you can use assassins on forts and also use defensive diplo-units :-)
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Direct Link To This Post Posted: 21 Jan 2012 at 16:43
Without leagues, this proposed tourney will have very similar results as tourney #1.  So we would see contests among VIC, Dlord, Peace, H?, Curse, etc.  Alliances outside the top 10 would only be playing spoiler and earning XP for Cmdrs.

Lock down alliance membership for the duration of the tourney and assign alliances to leagues.  Also, designate squares to each league.


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Direct Link To This Post Posted: 21 Jan 2012 at 17:55
Originally posted by The_Dude The_Dude wrote:

Without leagues, this proposed tourney will have very similar results as tourney #1.  So we would see contests among VIC, Dlord, Peace, H?, Curse, etc.  Alliances outside the top 10 would only be playing spoiler and earning XP for Cmdrs.

Lock down alliance membership for the duration of the tourney and assign alliances to leagues.  Also, designate squares to each league.




I have a bad feeling that if they split up the alliances into leagues, the top 10 will be fighting the top 23 lol. Anyway you slice it, its going to be unfair for someone.
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Direct Link To This Post Posted: 21 Jan 2012 at 18:42
Leaning towards teams?
Each alliance fields as many teams as they can/want to and the teams are assigned to leagues. This seems to solve every issue stated except outside assistance (which cannot be stopped).
The teams represent their alliance. They are fairly equal. We can pick our favorites to root for.
What more could we ask for?
Bonfyr Verboo
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Direct Link To This Post Posted: 21 Jan 2012 at 18:52
I'm not a fan of teams outside of alliances.  One problem would be trying to remember who is on what team.  With alliances, you can just check the ticker.  There would also be logistical problems with coordination, especially since two teams might come from the same alliance -- in which case they would be likely to collaborate against other teams, defeating the purpose of dividing people into leagues.  Overall it just seems too complicated.
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Direct Link To This Post Posted: 21 Jan 2012 at 19:27
Good points.

"One problem would be trying to remember who is on what team."
Teams can be posted on alliance summaries as well as by the devs.

"There would also be logistical problems with coordination, especially since two teams might come from the same alliance -- in which case they would be likely to collaborate against other teams, defeating the purpose of dividing people into leagues."
Limit each alliance to a single team(which could cause competition within alliances, SC's "friction").

I've only been through the last tourney so I'm limited in experience but it seems to me that there were only a few of the usuals dominating which is what happened before. Is that right?
TLR is small and has only a handful of members who were interested enough to try and that was limited by size. The idea of teams appeals to me for that reason. It would even the field more than just a simple population based league structure. I also understand that if I were a vet, in a vet type alliance that I wouldn't care at best and probably be against it for that very reason.
The only real problem I see with teams is that some, in the larger, more active alliances will be left out. The reserve list could help that and of course this isn't the last tournament.

I suppose teams isn't as popular an idea as I was hoping.
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Direct Link To This Post Posted: 21 Jan 2012 at 19:30
Just brainstorming here, but perhaps the leagues would be based on the average pop of the alliance?
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Direct Link To This Post Posted: 21 Jan 2012 at 19:31
Originally posted by Kumomoto Kumomoto wrote:

 

IMO, the problem with any city attacks is that it is sort of a slippery slope... If someone doesn't have assassins, then is it ok to attack the city then to kill the commanders?, etc...
 

It'll all just depend on the structure of the tournament. I can see assassinations being well within the bounds of fair play if the tournament is set up to reward assassination. On the other hand, the tournament could be set up as a trading tournament, for example. In that case assassination would be irrelevant and probably considered by most grounds for heavy retaliation (if you can identify the attacker), just as it is in non-tournament times.

The devs used the last tournament to introduce some aspects of factions and magic. I'm guessing they'll use the next tournament to introduce some new aspect of play, too. It might level things if, for example, they couple the tournament with the release of new trade items. None of us have any ability to anticipate (beyond logic and speculation) what the new items will be or how they could be used in a tournament.

I'd also like to see pathfinding introduced with an alliance-based tournament. For example, a contest to see who could build the most kilometers of roadway would get new infrastructure off to a running start. We'd get a lot more roads a lot more quickly than if it just launched in a vacuum. 

Best!
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Direct Link To This Post Posted: 21 Jan 2012 at 19:38
Can someone describe (briefly) how tourney #1 was organized for the benefit of those of us who were not here for it (or post a link to same)?  I have heard it described as "king of the hill"...?

I would think objections to "locking in" alliance memberships would rise in proportion to the length of the tourney.  A short (1-2 week) tournament should be able to lock in membership without too much of a fuss.  If alliances are assigned to leagues on the basis of existing membership, it seems only fair that membership be locked during the tournament.

In principle, leagues seems like a good idea because it gives the smaller alliances a legitimate chance at a prize; in practice there seem to be many ways to play the league system that go beyond membership changes.  Those sorts of problems are likely to be compounded by the creation of non-alliance teams.  If there are groups that want to join with players in other alliances for the purpose of tournament competition, they can create a temporary alliance for that purpose.
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