Tournaments / Mods

I was really torn on where to place this, mods, multiplayer organizer or sins multiplayer. Hope I made the right choice. I also hope this is a relatively new idea, though I severely doubt it. My apologies in advance if this is the case.

 

So I've been watching the EvE Alliance Tournaments, they're really the only reason I am involved in EvE aside from mild interest in whats happening in nullsec. I was wondering if anyone has ever tried to put together a torunament mod, something that makes the games quick, maybe 10-20 minutes. Something people could watch on youtube and follow if it were say, something that was organized, advertised and commentated on.

 

I've not put any real thought into it but I was thinking this mod would be very customizable, the referee could for instance, give one team more resources, or more ships, or whatever according to some sort of points/handicap system, or players could pick a sizable initial fleet / defenses with ships and structures that cost points and we could make the maps very symmetrical with few planets so the game would run its course very quickly.

The referee could watch over the game and provide commentary and I envision it being alot like the EvE tournament and I could definitely see me watching it, who knows, alot of people might be willing to watch that if the matches were short enough.

Of course, that's just setting up for a straight military victory and kindof leaves out the economical and cultural victories and definitely neglects the set up time for a traditional sins game but we got some smart people here that could surely improve upon the idea.

9,201 views 13 replies
Reply #1 Top

If you want to speed up games, just go to Gameplay.constants and double all numbers that won't break the game in doing so.

Reply #2 Top

<- does not know first thing about modding.  :D

 

That's one thing, but for a tournament that I feel would keep viewer interest it needs to be somehwhat simplistic and straightforward. Handful of planets, handful of ships. I was thinking give each person/team a capped amount of command/supply numbers and let them pre-choose their fleet before the match and thats what they start with on the homeworld, and they have the option to forgo some fleet for structures that would cost fleet supply too. 

 

And keep in mind I was mainly thinking the mod should be able to change all these variables from the start screen from a nuetral parties computer. 

Reply #3 Top

Neutral party's computer: yes.  It's called Galaxy Forge

Start Screen: not possible

Reply #4 Top

Well then maybe he can just be a 3rd/5th player who immediately surrenders, that would work , right?

Reply #5 Top

huh?

Reply #6 Top

Well you'll have to educate me since I don't play multiplayer myself, but I'm assuming one could make a map for 5 players and the referee could simply surrender and be able to spectate from there, or does it kick you back to the ICO menu?

Reply #7 Top

Quoting ituhata, reply 7
Well you'll have to educate me since I don't play multiplayer myself, but I'm assuming one could make a map for 5 players and the referee could simply surrender and be able to spectate from there, or does it kick you back to the ICO menu?
End of ituhata's quote

It might kick you, but you could just scuttle your homeworld. ;) Not sure if you could see everything though.

Quoting Volt_Cruelerz, reply 1
If you want to speed up games, just go to Gameplay.constants and double all numbers that won't break the game in doing so.
End of Volt_Cruelerz's quote

I actually made a minimod for my mod that did this, plus substantially increase the damage of everything and doubled fleet supply. It really made the game go much faster. Sounds like something the OP would want, but its not quite ready for Rebellion.

The hard part about multiplayer mods is getting people to actually agree on a mod to use and install it. Thus its mainly groups of friends that do that. Though if we ever get steam workshop that might change.

Reply #8 Top

Yeah, after reading through some of the mod edumacation stuff it sounds like something modders just don't have real access to to do all the features I was thinking of.I really wanted to have variables that could be changed on the fly in-game at the startgame screen that granted a decent starting fleet and could grant resources or pre-occupied planets somehow. Kinda like the multiplayer on Homeworld where you can start out with resources and a fleet. I also realize getting people to all get the mod might be difficult, though if we were getting a tournament going I think everyone would be inclined to get the mod.

 

Could still make tournament style maps (as a quick example I was thinking a 4 point star-shaped map, with each player getting a homeworld, a dead end asteroid to the rear, and two planets branching out in a V pattern forward towards the center of the galaxy and the forward planets each make a connection to the adjacent players homeworlds as well as a direct connection to the planet directly across from them, there is no connection to the central star. So each team gets two choke points but breaching them leads directly to their home planet, and players can bypass an adjacent player and go directly to the chokepoint of a player on the opposite side of the map.) And could still speed up the game, overall there might be a possibility to make games quick so it could be watched on the youtubes or even a live stream.

 

You never know, maybe IC will throw out a tournament expansion that does all this nifty stuff. 

 

Reply #9 Top

Any sort of ongoing tournament will take an honor system to acheieve no cheating--too many ways around to do it.

You will definitely need a referee or campaign master to check save games for official victory determinations and communications, etc.

Observers (surrendered players)can observe but not see other players ships abilities, etc and more importantly can not use the in-game chat command.

You can make an isolated world and continue "playing" after surrendering.

Reply #10 Top

Is this tournament 1v1s only?

Problem with anything else is that you can do well, but your ally can suck...map starts also are a huge factor in games, but then fixed maps favor those who know the maps the best...

All in all, I'm not really sure this is a good game for tournaments...the more enjoyable games are large team games, and those just don't work for a tournament....

Reply #11 Top

Quoting ituhata, reply 9
Yeah, after reading through some of the mod edumacation stuff it sounds like something modders just don't have real access to to do all the features I was thinking of.I really wanted to have variables that could be changed on the fly in-game at the startgame screen that granted a decent starting fleet and could grant resources or pre-occupied planets somehow. Kinda like the multiplayer on Homeworld where you can start out with resources and a fleet
End of ituhata's quote

This could be done, just rather than have one mod, you'd have a bunch of mini mods that would each control one set of options. Rather than adjust it from the main menu, you would simply agree on the settings in advance and enable to correct mods accordingly. A bit more cumbersome but that's modding for you.

Reply #12 Top

Quoting Sinperium, reply 10
Any sort of ongoing tournament will take an honor system to acheieve no cheating--too many ways around to do it.

You will definitely need a referee or campaign master to check save games for official victory determinations and communications, etc.
End of Sinperium's quote

Yep, that's exactly what I thought, or at least someone that can watch what's going on, at least some abilities are graphically shown. But more watching for things like exploits or frowned upon tactics that may be banned per agreed tournament rules, like the use of z axis. =P Also that person could provide commentary for people who don't really know what's going on, that really helps make watching a match more interesting. Viewers would start to pick up on things and start seeing hem on their own without the commentators help, and who knows, might start dragging in players to the multiplayer scene.

Quoting Seleuceia, reply 11
Is this tournament 1v1s only?

Problem with anything else is that you can do well, but your ally can suck...map starts also are a huge factor in games, but then fixed maps favor those who know the maps the best...

All in all, I'm not really sure this is a good game for tournaments...the more enjoyable games are large team games, and those just don't work for a tournament....
End of Seleuceia's quote

1v1 2v2 4v4, if people wanted, we could set up a tournament for every category with different win conditions, the sky is the limit. Ideally, if you have a partner, you know him or her. You picked em to be on your team for the tournament.

As far as the map, it should ideally be something that requires no forward knowledge of the map, all sides are equal, for example, this is what i was trying to describe for a 2v2 map. In hindsight, it might have been smarter to make a stop sign and gve each player their own dual chokepoint worlds instead of having one of ech chokepoint shared by adjacent players but the point is its straightforward, and the match becomes more about who understands military tactics better. 

http://i191.photobucket.com/albums/z95/reddaggerz/samplemap.jpg

 

Quoting GoaFan77, reply 12
This could be done, just rather than have one mod, you'd have a bunch of mini mods that would each control one set of options. Rather than adjust it from the main menu, you would simply agree on the settings in advance and enable to correct mods accordingly. A bit more cumbersome but that's modding for you.
End of GoaFan77's quote

Yeah. So there is no way you could make, say, all the values in something like Gameplay.constants a variable that can be changed via a drop-down menu once sins is running? .... or maybe even if someone made a 3rd party program that could change it, but then the changes couldn't take effect on the competitors clients, and can't really trust competitors to enter agreed upon values and that'd be confusing with a bunch of people trying to make all the value changes. 


I guess agreeing upon mods would be the best we can do. =P

 

Reply #13 Top

Basically, two (or more) players will have to "sign off" on a statement and then the game save checked to show it's true.

One exploit is a player quits and the other person continues vs. the AI and "wins".

Make sure they save the game at a point where you don't have to watch the entire replay--a "victory save point".