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mjmeans

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Reply with quote  #1 
To be able to better judge rounds in tournaments, I think we need totals for destroyed, survived, and total enemies. But if the total enemies count includes fighter counts then total fighters and fighters destroyed should also be tallied. And if total enemies also includes other non-combatants, that sould be totaled as well. So what I'd like to see for tournament scoring is:

Total Skarran units  = ###
- Skarran ships (destroyed, surrendered, survived) / total = (###, ###, ###) / ###
- Skarran fighters (destroyed, surrendered, survived) / total = (###, ###, ###) / ###
- (whatever other types of units)

The numbers for each race's sub-type "ships (destroyed, surrendered, survived) = total" should add up; i.e. destroyed + surrendered + survived = total, etc.

The sum for each race's sub-types should equal the total race units on the header total line.

Without these separate scoring totals, a tournament cannot use the data provided for a random map because it would be difficult to judge the differences in the random maps. Tournaments would have to go exclusively to scripted scenarios where the numbers of units are exactly known in advance. I realize that scripted scenarios are the ideal situation for a tournament with single elimination. But multiple scenarios would have to be devised, one for each round. But for a quick set-up double-elimination tournament, a random map should be fine.

It would also be great if there was a command line argument that could be applied to specify the location of the totals summary at the end of the game. That way the tournament runner doesn't have to manually write down the summary and it also saves the tournament runner from an accidental click out of that screen before the assistant writes down everything. The results data file name should be auto generated as something like "ServerIP-ClientIP-SortableDateTime.log", i.e. "GameResults-192.168.1.100-192.168.1.106-20160213T1945.LOG". That should make it clear for the tournament runner, and also make sure that there are no file over write issues if the destination URI is a centralized network location.

Also, the total times docked is ambiguous now since fighters can dock to the ship. The text should indicate that it is the total docks by the ship to a base.

Thanks,
Mark
notsabbat

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Reply with quote  #2 
It would be great to have accurate totals for the end screen, but in my opinion, the only stat that matters if you are competing with another ship on a map is time. multiple ships play the smae mission with the same settings and whoever clears it fastest wins.
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mjmeans

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Reply with quote  #3 
Quote:
Originally Posted by notsabbat
It would be great to have accurate totals for the end screen, but in my opinion, the only stat that matters if you are competing with another ship on a map is time. multiple ships play the smae mission with the same settings and whoever clears it fastest wins.


You have to start new tournament rounds on a schedule so you can keep the players interested and let players know when to come back for their next round. That necessarily means that you should have the difficulty level set high enough so that many players will not be able to finish before time expires.

It should be difficult for a team to complete early while not loosing any bases or friendly ships (a perfect score). But let's say one ship completed the mission in 10 minutes while loosing two bases. Another ship completes the mission in 12 minutes and didn't lose any bases. All other totals are the same. Who wins that round? The tournament runner needs to define the scoring in advance so the players know what's important.

But in any pair up of ships in a round it is possible that neither ship completely defeats all enemies before the time expires. In that case there needs to be a way to judge who is the winner and total kills aren't useful by themselves on a random map, because the total number of enemies might have been slightly different.

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