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When participating in various tournaments, players often face the problem that their opponent is either unavailable, has not yet "emerged" from the previous stage, or is a guaranteed "loser/winner."
Thus, even if someone is "keen on the tournament," they either have to play just for fun or participate in a couple more.
It is clear that the outcome of the tournament will be the determination of a champion, but, especially in the early rounds, many participants register not for the sake of winning – at a minimum, a quorum is needed, and the principle of "even if I lose, I will participate" applies.
And if it is not particularly important for the "participant" how many and whom to wait for, then for a player aiming for the final, it seems difficult to just play meaningless matches and wait for an unclear outcome (especially if it is a vacation or something similar).
So, here is the idea:
1. Everyone, just like in the seasonal ranking, is assigned a certain number of points, say 1000. Thus, the titles "Champion of the CIS" or "10 games a year" become equal.
2. Each player chooses their opponent – some will manage to play three games a day, while others will play one a week. Everyone decides for themselves. Each victory takes away half of the loser's points.
3. If the number of points becomes less than 250 (3 losses in a row) – the player is eliminated.
Upon reaching 2500 – the player moves to the next bracket. Thus, someone will "deal with" 3 of the weakest players (at their discretion) and receive 1000+500+500+500, someone will receive 1000+1000+500, and it may turn out that a game of 1500/2000 will result in final scores of 2500/1000 or 750/2750. However it turns out, each player will develop their own strategy and will have the opportunity to play the tournament at a time that is convenient for them with any available opponent.
4. Players from the second bracket play in the same way among themselves. Those who lose go down to the previous bracket, and the winners gradually score 5000 to advance to the third round. Players from different brackets cannot play each other.
5. Naturally, there will be deadlines for the rounds, and those who could not advance to the second, or "dropped out" of it on the last day, will be eliminated from the tournament. Moreover, the deadlines will not be calendar-based, but dictated by the most active players – for example, as soon as 4 players advance to the third round, there will be 2 days left until the end of the first round.
6. Accordingly, the 2nd, 3rd, and subsequent rounds will be eliminated. Until 3-4 players remain, who will compete for the cup.
As a result, those who do not want to or cannot play will not affect those who want to and can. And it is they who will dictate the pace of the tournament, and not, as in school: "Children, we will not move on until Vovochka understands..."
Perhaps the idea is not new or has some insurmountable difficulties. Therefore, I propose it for general discussion.
Thus, even if someone is "keen on the tournament," they either have to play just for fun or participate in a couple more.
It is clear that the outcome of the tournament will be the determination of a champion, but, especially in the early rounds, many participants register not for the sake of winning – at a minimum, a quorum is needed, and the principle of "even if I lose, I will participate" applies.
And if it is not particularly important for the "participant" how many and whom to wait for, then for a player aiming for the final, it seems difficult to just play meaningless matches and wait for an unclear outcome (especially if it is a vacation or something similar).
So, here is the idea:
1. Everyone, just like in the seasonal ranking, is assigned a certain number of points, say 1000. Thus, the titles "Champion of the CIS" or "10 games a year" become equal.
2. Each player chooses their opponent – some will manage to play three games a day, while others will play one a week. Everyone decides for themselves. Each victory takes away half of the loser's points.
3. If the number of points becomes less than 250 (3 losses in a row) – the player is eliminated.
Upon reaching 2500 – the player moves to the next bracket. Thus, someone will "deal with" 3 of the weakest players (at their discretion) and receive 1000+500+500+500, someone will receive 1000+1000+500, and it may turn out that a game of 1500/2000 will result in final scores of 2500/1000 or 750/2750. However it turns out, each player will develop their own strategy and will have the opportunity to play the tournament at a time that is convenient for them with any available opponent.
4. Players from the second bracket play in the same way among themselves. Those who lose go down to the previous bracket, and the winners gradually score 5000 to advance to the third round. Players from different brackets cannot play each other.
5. Naturally, there will be deadlines for the rounds, and those who could not advance to the second, or "dropped out" of it on the last day, will be eliminated from the tournament. Moreover, the deadlines will not be calendar-based, but dictated by the most active players – for example, as soon as 4 players advance to the third round, there will be 2 days left until the end of the first round.
6. Accordingly, the 2nd, 3rd, and subsequent rounds will be eliminated. Until 3-4 players remain, who will compete for the cup.
As a result, those who do not want to or cannot play will not affect those who want to and can. And it is they who will dictate the pace of the tournament, and not, as in school: "Children, we will not move on until Vovochka understands..."
Perhaps the idea is not new or has some insurmountable difficulties. Therefore, I propose it for general discussion.
"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."
