Auto-translated
Tournament proposal. I suggest we discuss it, and I'm willing to be the organizer!
Preamble.
More and more often, there are calls to play faster, and more and more people choose JC (Jumpstart Challenge) to avoid dragging out the game for many days, and there is a perfectly obvious explanation for this – the game should be dynamic.
Various M-200 and shortened timers (I, for example, wanted to play Smite with 6+4+1) are quite aggressively opposed by players who don't like to rush, who are comfortable playing in a normal mode, and preferably 8mm6a or 6LM10.
I personally like these templates no less than others, but for objective reasons, I simply cannot play for 5+ hours at a time... saves, postponed games – all this reduces concentration, and sometimes even the desire to continue.
If in a fun game you can easily find an opponent for a specific template (I'll play Anarchy!!), then in tournaments you often have to play what you get and with a standard timer.
But even this "discomfort" does not end there... Often, those with a standard work schedule and a family will understand that when you have time, your opponent doesn't. In a round-robin format, there are 5 or more opponents, but firstly, this is not many, and secondly, with each game, there are fewer of them... As a result, tournaments drag on for months and years, and when you get an offer to play on Ace, a quite reasonable question arises: "which tournament?".
Main part.
The main idea that I have already tried to develop is that everyone chooses an opponent for themselves. To prevent the choice from being reduced to a chaotic bargaining, it is necessary to introduce differences between players. Of course, even without looking at the official Player Rating, many players already have a certain weight and authority in the eyes of others, so I suggest moving away from "weight categories". Instead, let's implement, in my opinion, the best part from "Crusade" – template + timer.
So. If I want to play, I choose not so much a person on Ace, but a template that I don't mind playing at the moment. If someone knocks on my door, then we play on "my field".
As a result, everyone plays what they like, and not what they get by chance.
We have chosen an opponent. Now we need to figure out how to move on in the tournament?
Here is the second idea that breaks the problem of delays!
From the first round, there are only 10 places in the second. You can get there only by scoring 5 points, i.e., by defeating anyone (but only once each) 5 times! The last person who gets into the second round automatically closes the first. That is, it is not the deadlines that put pressure on the players, but the players put pressure on the deadlines.
You say, "What if someone quickly plays through the newcomers?" – firstly, no one forbids everyone to play through them (and not as the draw dictates), and secondly, they will have to constantly play on someone else's template and time.
From the second round, there are 5 vacant places. The first to score 4 points each get there and close the second round.
We will play the final among five people, each against each, and we will get 1/2/3 places...
If there are more players, then there will be more rounds.
Conclusion.
So, those who have little time choose fast templates and a timer for themselves and look for an opponent with the fastest ones. Those who have time play as they are comfortable.
Anyone who, for various reasons, cannot play does not affect other players in any way.
The incentive to play will be dictated not by a strict organizer or regulations with penalties (and we love them!), but by the most active players.
I ask you not to throw tomatoes, but to participate in improving and developing the idea!:smile13:
"Одержать сто побед в ста битвах — это не вершина воинского искусства. Повергнуть врага без сражения — вот вершина.
"Сущность войны — обман. Искусный должен изображать неумелость. При готовности атаковать демонстрируй подчинение. Когда ты близок — кажись далёким, но когда ты очень далеко — притворись, будто ты рядом."
"Сущность войны — обман. Искусный должен изображать неумелость. При готовности атаковать демонстрируй подчинение. Когда ты близок — кажись далёким, но когда ты очень далеко — притворись, будто ты рядом."