I have allready done this before, it’s called “round robin” 1on1 elimination style. The only problem is it takes a lot of time if a lot of pilots participate, because everybody has to fight everybody, and it goes really slow.
To make a full tournament for 8 players, we would need about 3-4 hours, at least.
Or 16v16, 16 battles going on at once as 1v1, faster, and ultra-hilarious if somebody confuses who his competitor is supposed to be xD
Or you can have a tree going from all 32 players up to the last 2. As soon as a guy beats his opponent he immediately switches to the next one or two that are supposed to come next in the tree, depending if one of them died yet or no. The thing is you gotta learn that tree order very carefully.
No, it’s 1on1 round robin tournament rules with host coordinating the teams. It’s really easy to pull off, we did it in NASA before and it was quite fast, very interesting and fun.
No, it’s 1on1 round robin tournament rules with host coordinating the teams. It’s really easy to pull off, we did it in NASA before and it was quite fast, very interesting and fun.
I am interested to host/organise it again.
it was fast until people figured how to tune their ships for 1v1, its even esier to do now with new load outs, as son as you maximize your ship for 1v1 and breake certain level in skill piloting it and understanding how it works, especialy with t4/t5 ships, 12 min will not be enought unless you force some sudden death rules or something like this.
1v1 are boring imo i would rather see 4v4s in combat recon or beacon hunt on huge maps so you cant simply frig ball it
Or 16v16, 16 battles going on at once as 1v1, faster, and ultra-hilarious if somebody confuses who his competitor is supposed to be xD
Or you can have a tree going from all 32 players up to the last 2. As soon as a guy beats his opponent he immediately switches to the next one or two that are supposed to come next in the tree, depending if one of them died yet or no. The thing is you gotta learn that tree order very carefully.
For big games team vs team, I always wanted to do korean style 1on1 tournament, maybe Takamina you are familair with that? It used to be played in other, specially asian mmorpgs.
Example:
2 teams of 8 players. Each engage the enemy 1on1 in order by the roster.
If player from 1st team beats player from 2nd team, next player #2 from the 2nd team enters the ring and continues fighting player #1 from 1st team, and so on. There is no waiting time and no healing. If player survives with 20% health, he keeps fighting as long as he can… Kill and damage as much as he can. When surviving player wins, next challenger enters the ring immediately.
This type of game mode can be very exciting. Maybe some players can take down 1, 2 or more enemy oponents? How long will he survive? Or maybe you can get a situation when there is 5 players down against 2, and last 2 players kill the remaining 5 and turn the tide of the battle…
It’s something I wanted to do a long time ago:) its actually quite simple and fun.
Idea to make dogfight tournament is great, really. I thought about it few month ago. But the main problem imo is automation of the battles. Round robin really takes too much time for many participants, and I feel that lots of players wanna take part in this event. So we have to find a way to minimize time…unfortunately, we don’t have any smart ingame system to solve this problem (btw, I’m working on it).
Idea to make dogfight tournament is great, really. I thought about it few month ago. But the main problem imo is automation of the battles. Round robin really takes too much time for many participants, and I feel that lots of players wanna take part in this event. So we have to find a way to minimize time…unfortunately, we don’t have any smart ingame system to solve this problem (btw, I’m working on it).
[Event “Survivor”](< base_url >/index.php?/topic/19907-event-survivor/ “Event “Survivor” - started 31 May 2013 - 06:35 AM”)
I think this is wrong, because we do not know who in fact will be the best in class interceptors.
It is better to carry out as 1 x 1
accurate calculation and personal skills are heavily influenced by the player himself.
the winner of this really worthy.
But 1v1 isn’t really a determination on who is a best pilot in a game like Star Conflict. There is much more to the pilot skills than aim and dodging. At least those last man standing are fun to watch, while 1v1s are absolutely have nothing to do with an actual game, the 1v1 in any game with RPG elements is completely different world, every thing is different from what you going to encounter in an actual game. Builds, equipment, implants, positioning on a map, situation awareness and so on are absolutely and totally different. Still for some 1v1s are very fun, I remember spending most of my time simply duelling in WoW and developing some builds that went viral into arena community after, but you gotta stop looking at it as a proof of a “best” pilot.
I agree with xKostyan, but that is why I don’t see this as “the best pilot”, because piloting in real battles mostly involves positioning and tactical decisions, that has nothing to do with dogfighting.
That is why I called it the “Dogfight Master” tournament, when we had it. It’s just dogifighting for fun, see who has the technical skills (and there still are players than have either good spacial awareness and tactical thinking while lacking technicality, or vice versa, good technics but cannot focus on the bigger picture). So a really great pilot would excell in both situations, which is a hard multitasking operation to achieve at the same time.
Survivor event wasn’t really that much fun for me either, something like a dogfight or single elimination is much more interesting.
Round Robin is probably the most interesting mode, just with that time consumption problem, and that is too bad, because it’s the most fun mode. It was very, very exciting when we did it. One problem was matches ending too soon, so we had to do several restarts (there was no situation to put all players in roster against each other, even korean last man standing would probably fail here due to timeout).
So if nothing else, we need an option in custom games to set time limit or kill limit at least, give us more options to craft our own games, we can allready choose class restriction which is pretty cool, but time/kill limit would be a good improvement for tournaments and practices.
But I still want a round robin tournament or korean style team elimination… Which can be done just with increasing the time limit.
Idea to make dogfight tournament is great, really. I thought about it few month ago. But the main problem imo is automation of the battles. Round robin really takes too much time for many participants, and I feel that lots of players wanna take part in this event. So we have to find a way to minimize time…unfortunately, we don’t have any smart ingame system to solve this problem (btw, I’m working on it).
That’s easy enough…have the fights on Abandoned Outpost and have a separate fight going on at each beacon at the same time. You’d need 3 separate referee’s to watch each fight but this could solve your time issues while keeping participants separate and unable to accidently interfere. 16v16 means you could have a max of 12 participants or 6 pairings per match.
Now imagine this on a larger scale with say 2-3 separate matches going on at the same time. 24-36 players playing their matches every 15 minutes. Not quite round robin but a good alternative could also be players are paired against a different opponent each match they play. 2 losses and you’re out of the tournament. This way players don’t feel cheated for having to face say…Takamina… your first match and get another chance versus another opponent to redeem themselves.