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  1. #7
    The Search for Beefy Member TheFlax's Avatar
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    Default Re: Tournament Feedback

    Apparently I never replied to this, I guess it completely slipped my mind.

    First off, thank you for all your comments, I'll try to address them and probably I'll have a similar thread some time before another tournament to iron out the concepts on how we want it to work.

    Quote Originally Posted by TinCow
    Number the mugshots on the map so that they correspond to the list of contestants in the starting post. I'm never going to be able to remember who is who based purely on their mugshot, especially when so many of them have appeared in previous games.
    Good point, I'll add such a number in the colored dot indicating the avatar's team. The dot shall be made bigger.

    Quote Originally Posted by TinCow
    Pick stance or weapon, don't use both. The RPS system is simple and easy to use, but making it a double RPS system is confusing and it's hard to figure out who has an advantage in what situation.
    It was also a pain to implement while doing results, I'm not sure what system I'll keep, but next time around there will be definitely only one RPS system.

    Quote Originally Posted by TinCow
    If we're going to keep the weapon choices, come up with some kind of jousting system. Maybe it was just because I ended up with a lance, but it seemed like I should have had some kind of bonus if I had made an attack after charging 6 hexes in a straight line at someone with a sword or a mace.
    I had thought of something like that, but decided against it with the already complex double RPS system. It will be considered for the next tournament if I can come up with something interesting and simple for each weapon.

    Quote Originally Posted by Marcus Agrippa
    But I will say lances first then drop and choose mace or sword.
    From what I've learned swords beat maces due to the fact that maces have a shorter reach and can overbalance you. Swords are much lighter, longer and can parry but will do less damage due to the maces design and weight.
    So you would need to manage your character like a warhammer type guy if you were to try realism.
    But the attack choice was fine and the weapon choice could change from lance to shorter weapon after lance breaks / not enough room to get momentum.
    I am not sure about adding the complication of switching weapons. The unit cards are already small as it is, I'm not I could clearly convey the who is using a lance, who has a broken lance and to what weapon they switched. I'll keep it in mind though.

    Quote Originally Posted by econ21
    I think limiting communication in some way is probably a good idea - allow it prior to battle and then restrict it during the fight. The shout-out thread is a bit too restrictive but was simple and seemed to function well enough.
    The IC shout thread seemed good enough for communication during the fighting. Including shouts and stuff like that in the writeup was a bit of pain and I forgot more than one.

    Quote Originally Posted by econ21
    Next time, I would probably allow orders of the kind "charge enemy player A" to avoid a slightly unrealistic "ships passing in the night" movement that can happen with just chess like orders.
    I'm open to that but I really dislike sorting through contengencies. Not having to move like a drone if your target moved out of the way makes sense though.

    Quote Originally Posted by econ21
    I'd also remove any "locked in combat" situations. Make sure the retreats from each round of comabt leave each player at least one hex away from any enemy after all combat. Having some fixed points - people locked who could not move - was a little unfair to those players and made tactics revolve around ganging up on them, as you knew where they lived, so to speak.
    Agreed, this was implemented because I had not forseen people not being able to get away by only moving one hex. In hindsight, it was pretty stupid of me. I will be keeping the mechanic of being locked in combat once you enter a hex adjacent to an enemy though. (Meaning you end your movement when next to an enemy.)

    Quote Originally Posted by econ21
    It would be possible to explicitly introduce mounted combat, but we'd need to think a little about the mechanics of getting unhorsed etc. We'd end up with a more complex system, but I am not sure it would add much to the gameplay. At first, I was not convinced by the move six in a straight line rule for people on foot (where 3 in any direction seems better), but on reflection, it makes sense as an implicit way for allowing for mounts.
    Actually, I always thought everyone was mounted. I assumed this based on my brief research on tournaments but I don't think I ever explained this anywhere in the tournament thread. The 6 hex charge movement was created so people can close faster on each other, but on the other hand I didn't want people to be moving all over the place once engaged in battle. Also, my basic idea was that when you took enough damage to "kill" you, you were dismounted and captured. Again, I should have been more clear.

    Quote Originally Posted by econ21
    We might need to think about victory conditions - they seem a little too individualistic for a team based contest. Also, I hadn't anticipated that a captured knight could win a tournament - that seems a little odd. I think I would prefer the next melee to be fought until one side has defeated all enemies and the victor being the last man standing who has the most captures. Or if fighting to the end is too time consuming, declare one side the victor on turn 7 (based on number surviving) and that side's uncaptured knight with the most captures is the tournament winner.
    The victory conditions need an overhaul, I think they suffered the worse from this tournament being a very rushed effort on my part. I don't have anything concrete to offer right now, but this should be discussed in the future, before another tournament takes place.

    Quote Originally Posted by econ21
    Finally, next time around, I'd make the sides non-random purely for role-playing reasons. The random sides were fine for turn 1, where we don't know each other well. But we will form friendships and loyalties, and it would be nice to try to work with them. Ideally, make it 2 Houses vs 2 Houses with independents making up the numbers. Or just choose two captains and let them pick their men, one at time.
    I was going to do that, but the mighty Zim preferred random. For a next time it would be better as non-random, I agree.

    Quote Originally Posted by Ramses II CP
    Things ran quickly and well, which is the most important part. My only complaint is that a number of the rules were not made clear from the start, such as that eliminated participants could win and how captures were made. I took it for granted that since we had an initiative system only the person striking the last blow could make a capture; having those elements not be revealed from the start really makes Louis' more cautious and group based strategy look foolish in retrospect.
    For a next time, the rules will be posted in advance so we can clarify everything. Apologies, but this time around it was rather rushed and the rules greatly suffered for it.
    Last edited by TheFlax; 08-13-2009 at 22:48.
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