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Author Topic: Future Tournament Discussion  (Read 2273 times)
ncscswitch
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« Reply #15 on: June 09, 2008, 07:32:26 pm »
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I do think that one other change to the tie breaker needs to be implemented.

At present, there is no consideration of the IPC advantage that one side or the other may have recently gained.  That is a serious advantage in a long term game that is not figured in to the current tie breaker format.

In order to allow for the most recent IPC gains to be figured in to the tie breaker match, I think that, in addition to the purchase of remaining units through the US turn, that EVERY nation should then have 1 more purchase of units based on their cash on hand.  This will allow IPC gains in the roung immediately prior to the tie breaker to be figured in to the final dice rolls, without giving it too much weight since those gains could potentially be reversed by the other side.

Thus if the game ends with the UK's move, Japan and USA would have their cash on hand bought out as INF, with extra being used to upgrade a unit to ART or ARM.  THEN every nation would buy INF (again with extra cash being used to upgrade INF to ART or ARM), for one final complete round of purchases.

That will figure in the IPC advantage that either side may have at the time that time expires.


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U-505
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« Reply #16 on: June 10, 2008, 12:08:30 am »
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Why is there a problem with the "24 hour move rule"? If someone is having a problem with being able to post 1 turn every other day then they have my heartfelt congratulations that they have a life and should not be entering a tourney that would interfere with said life. How dare you have a life and then want to interfere with my non-life by modifying the tourney rules to suit yourself?

And now for a possible solution.

Keep the "24 hour move rule" initially. Since 1 game round must be completed every 4 days at minimum, mark each round on the day they must be started by(Illustration below). A game that starts on the 1st should have round 2 start on the 5th, round 3 on the 9th, etc. The "24 hour rule" automatically kicks in only if your game is in the middle of a particular round when it's start date rolls around. So if your game is in R3, G3, UK3, J3, or US3 on the 9th of the month(start of round 3) then the "24 hour rule" kicks in again until your game moves to round 4.

1st- Russia
2nd- Germany
3rd- UK
4th- Japan
5th- US/Russia (Round 2 starts)
6th-Germany
7th- UK
8th- Japan
9th- US/Russia (round 3 starts)

But you must have your opponents approval to break the "24 hour move rule" even if your game is ahead of the time limit. That way you can bank "free" days if your game moves fast but it prevents one person from just stopping the game and burning all of the free days without their opponent agreeing to it. So if you know that you will need a day or 2 or even a week later in the month, you can play quickly early and save up those days that you might need off.

This also allows us to end the games on the 25th(minimum US6) with about a week off for relaxation, extensions, and judgements. That way, once any game reaches the end of round 6 before the 25th of the month, as long as both players agree to it, the rest of the game can be played at their leisure without having to worry about the 24 hour rule.

I would suggest that all games that go to judgement should end on the US turn, though, for the sake of fairness.
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DarthMaximus
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« Reply #17 on: June 10, 2008, 08:58:49 am »
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I think more than the 24 hr rule the time idea of early starts or 4 weeks not be enough might be more of an issue.

I do like your idea U-505 and will definitely consider a 24 hr per turn or X-rounds per week or something.  I know it has been brought up that some players have more time on a weekend and can bust out several rounds from Fri night thru Sun night esp with TripleA, but during the week they may struggle.  So I may look at that.  The 24 hr rule would remain but maybe add an addendum to allow for "resonable progess" or weekend players.

Right now I'm leaning towards 5 weeks per game with one week break/judgment time (so 6 total weeks), but allowing early starts (meaning "extra" time to play with no per turn limit etc. until official time) if enough people have already advanced.

So that would mean for the 1-1 with 32 players:
Rd 1 - Starts Jan. 15
Rd 2 - Starts Mar. 1
Rd 3 - Starts Apr. 15
Rd 4 - Starts June. 1
Rd 5 - Starts July. 15

So the final would probably end in Aug.  That would be worst case, but with some early starts we could probably get a July finish and I haven't looked at the '09 calender so the dates will be adjusted so I can probably shave off a few more days here and there and get the final to start in June so we get a June finish or July.

I'll have to think about it more, but I may consider shutting off the game limit entirely for the semi-finals and finals.  It is one thing to lose in rd 1 or 2 on a dice roll but once you hit the top 4 I'm really leaning towards letting the games come to a natural conclusion.  Or perhaps having a potental review/judgement come a little later.  But I'm still think about that.
 



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axis_roll
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« Reply #18 on: June 11, 2008, 04:25:02 am »
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I do like your idea U-505 and will definitely consider a 24 hr per turn or X-rounds per week or something.  I know it has been brought up that some players have more time on a weekend and can bust out several rounds from Fri night thru Sun night esp with TripleA, but during the week they may struggle.  So I may look at that. 
I think minimum time per round is better for the players as well as the moderators.


but I may consider shutting off the game limit entirely for the semi-finals and finals.


This is also a good idea.  Most tourneys the I have been involved in have at least the final match without time limit.
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ncscswitch
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« Reply #19 on: June 11, 2008, 02:49:58 pm »
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The problem with the per turn instead of per move time limit...

You allow 5 days for a turn.
The Axis player waits 4 1/2 days then posts their Germany move.

Now the Allies have to go twice, and the axis once, in 12 hours, or the game gets a delay notice... most likely against the Allied player who's turn would be due next eventhough it was the Axis player who chewed up nearly all of the 5 day time limit for the turn.

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