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In reply to Dyrman
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13 years ago
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Dyrman
No, it shouldn't be too simple, otherwise it won't be interesting.
We could play as the opponent's faction in the next round, then the tournament theme could be called: "Sometimes tempo, sometimes power." I am strongly against giving weaker players an advantage, because to defeat a strong player, you don't need an advantage, but skill. Maps in online games are generated randomly each time; these are just ideas for offline games. I haven't played RTA and don't want to. And killing an opponent within a certain time or surviving for a certain time is exactly what I was talking about when I came up with the theme; there, a rusher gets a point for rushing, and a leater gets a point for winning in the late game (it can also be done without points). Playing with four people is difficult and takes a long time; it's not always easy to find people who can coordinate their time for regular games.
I like the current tournament format, and I don't think it's a good idea to mix it up with RTA or offline features just for the sake of it.
In reply to Элементаль Бога
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13 years ago
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Elemental of God
No, it shouldn't be too simple, otherwise it won't be interesting.
Well, what you suggested was very simple.
In reply to Dyrman
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13 years ago
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Dyrman
Well, what you suggested was very simple.
I agree that I didn't offer anything particularly new, but the idea is for the player to strive to develop and win faster (rush).
In reply to Элементаль Бога
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13 years ago
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Elemental of God
I agree that it doesn't offer anything particularly new, but the idea is that the player should strive to develop and win faster (rush).
Rushing still requires skill, and it depends more on the player's skill than on the race itself. Why can't a Necropolis or a Haven be a rusher, for example, when Victor arrives on turn 3 with summons?
The game is variable; rushing and late-game strategies are possible for almost all races, and it definitely depends on the playing style of the individual player.
So, it won't be possible to immediately put players into these categories; if you give strong rushers to the strong players, the weak players will definitely lose, and vice versa.
If players of equal strength meet, the "rusher" will clearly have an advantage, which they will only need to use wisely.
In my opinion, it will hardly be playable.

P.S. And by the way, I personally find mega-epic final battles much more interesting to watch than seeing a demon arrive with a host of troops and machines on turn 3, followed by an earthquake, where everything is clear after just one round.
In reply to Adv
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13 years ago
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Adv
Rushing requires skill, and it depends more on the player's skill than on the race itself. Why can't a Necromancer or a Human be a rusher, for example, when Vitya arrives with summons on turn 3?
The game is versatile; rushing and late-game strategies are possible for almost all races, and it definitely depends on the playing style of the individual player.
So, you can't immediately put players into these categories. If you give strong rushers to the strong players, the weak players will definitely lose, and vice versa.
If players of equal strength meet, the "rusher" will clearly have an advantage, which they will only need to use wisely.
In my opinion, it's unlikely to be playable.

P.S. And by the way, I personally find mega-intense final battles much more interesting to watch than seeing a demon arrive with a host of troops and war machines on turn 3, followed by an earthquake, where everything is decided in one round.

I understand that all races can be used for rushing, but if we divide races into those that get the maximum racial bonus faster than others, then Orcs, Demons, and Dungeon need only a couple of levels to get the Expert racial bonus and take advantage of it. An Elf still needs to recruit and choose their units, and then they're ready to go. For the other races, time plays in their favor; Mages, Dwarves, and Humans depend on resources, while Necromancers replenish their ranks with raised units.
This division is conditional, but it still exists. And in general, I'm ready to play in any tournament within the established format. Whether it's a themed tournament, a standard tournament, a team tournament, or a solo tournament. Because Tournaments are awesome!
In reply to Элементаль Бога
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13 years ago
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Preliminary conclusion:
Judging by the discussion of the tournament structure and scheme, the majority agrees with the initially proposed scheme...
In reply to KillAndAction
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13 years ago
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I propose the following tournament structure, which, if possible, will accommodate the wishes of the participants who have already expressed their opinions and continue the series of themed tournaments on the forum. Team Formation: - Option 1: Divide all tournament participants into two opposing teams (preferably randomly): good forces and evil magic (Haven, Sylvan, Dungeon, Necropolis) versus good magic and evil forces (Academy, Fortress, Inferno, Stronghold); - Option 2: Each player independently chooses one of the two proposed faction combinations, strictly according to the classification: either good forces and evil magic or good magic and evil forces. Method of Competition: - Option 1: One team competes against the other (an equal number of participants is required in each team); games are played according to the "each against each" scheme; - Option 2: Every player for themselves; games are played according to the scheme I initially proposed in the tournament thread: the first round is a random draw, and all subsequent rounds depend on the results of the previous rounds. - Option 3: Every player for themselves; games are played according to the "double elimination" system. - Option 4: Every player for themselves; games are played according to the scheme: group stage (3 or 4 groups); playoff stage using a simple Olympic system.
In reply to KillAndAction
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13 years ago
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Great idea, the second option for the opposing sides! Make the team division voluntary, and if there's an imbalance, someone can switch to the other team (I can).
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13 years ago
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Personally, I like option 2, where each team plays against each other, but the teams shouldn't be formed randomly; instead, they should be based on the actual skill, rating, or other merits of each player. I think the game factions proposed by Kirill for each team are quite balanced, although it's often considered that Necropolis and Dungeon are the most overpowered factions. Perhaps we should consider spreading them out into different teams? There's another point we need to consider: if we decide to go with this option, how will the faction for each specific game be determined? If it's a random draw, I'm afraid Necropolis and Dungeon won't even participate in the tournament. If we leave this decision to the players, only they will be chosen. Maybe someone has some thoughts on this? And in general, what are everyone's thoughts on the options proposed by Kirill?
In reply to Leolopus
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13 years ago
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I agree with the second option. It's a good idea. However, it will exclude Dungeon and Necropolis, which is something to consider.
13 years ago
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Second. There won't be any imbalance due to the factions; the maps won't allow it. :) The "overpowered" Dungeon and Necropolis factions will only give a slight advantage at equal skill levels.
In reply to Stefandmy
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13 years ago
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The second option for selection, the first option for competition with elimination of factions, followed by their restoration after the last faction is used.
In reply to Bradiaga
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13 years ago
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Team composition - Option 2, but I would swap the positions of the dwarves and elves; the first option makes them look very disadvantaged against the Necropolis and Dungeon factions.
Method of countering - Option 1.
In reply to Adv
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13 years ago
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Adv
Team Composition - Option 2, but I would swap the Dwarves and Elves; the first combination looks very disadvantageous against the Undead and Dungeon factions.
Counter Strategy - Option 1.
I agree with the swap of the Dwarf and Elf. The Elf can be a powerful mage specializing in Chaos spells, while the Dwarf is a very good melee unit. There's another argument in favor of the swap: both the Dwarf and the Mage often end up unused, at least in my experience, or they are given out when the game is already nearing its logical conclusion. Therefore, it wouldn't be desirable to have such a tempting pair in the same list. Regarding the free choice of faction groups, I think there's room for improvement. I'm afraid that about 80% of the participants, or even more, will choose Dungeon, Undead, and their allies, which will lead to a lack of factional diversity in the game pairings. Therefore, I still favor option 1 for team composition, but not randomly, but as I wrote above, taking into account the skill of each player. That is, first, the players are evenly divided into teams, and then a draw determines which four factions each team will play. My proposed faction breakdown: 1 - Humans, Dwarves, Dungeon, Undead; 2 - Elves, Magic, Demons, Orcs. The proposal is not final; I'm still tempted to separate the Undead and Dungeon factions

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