Difference between revisions of "THE CUP"

From Armagetron
 
(23 intermediate revisions by 6 users not shown)
Line 1: Line 1:
Ideally, 1,000,000 players congregate on servers dotted around the planet, competing in Fortress teams, until the winning team wins THE TRONIC CUP. How it all goes ahead is determined by players contributing ideas here, and there are different ways of arranged these thought; what follows in one way, but feel free to add your own. Make use of the discussion options for each page, and use the forums to voice ideas before committing them here.
+
Ideally, 1,000,000 players congregate on servers dotted around the planet, competing in Fortress teams, until the final team wins THE TRONIC CUP. How it all goes ahead is determined by players contributing ideas here, and there are different ways of arranged these thoughts; what follows is one way. Feel free to add to the list under any category and please remember that all editions are [[contributor's guidelines|constructive]].  
 +
 
  
 
=preparations=
 
=preparations=
At this stage (TRONICv1.2), it is too early to be precise with any plans, however the long-view thinkers amoungst us may have some vague notions of how such an event may be realised. Most of the work shall be done in preparation so that the event on the day may have the chance of running smoothly.  
+
At this stage ([[tronic|TRONICv1.3]]), it is too early to be precise with any plans, however the long-view thinkers amoungst us may have some vague notions of how such an event may be realised. We have learned a lot from [[THE SPOON]] competition. Perhaps the most impressive thing was how the seeding round lasted for 2 weeks and consisted of 14 games whereas the play-offs lasted over 5 weeks and homed only 2 games. This will become more precise after the competitions for [[THE LADLE]] and [[THE BOWL]] have been done, especially the last which should have taken place 6 months before the competition of the TRONIC CUP. Most of the work shall be done in preparation so that the event may have the chance of running smoothly.  
  
 
==initial individual registration==
 
==initial individual registration==
 
Players can do this now. By investing their £1 now, the set the ball in motion. Click on the paypal button to register your ARMAGETRON name, and remember to include a note of your name in your entryfee.
 
Players can do this now. By investing their £1 now, the set the ball in motion. Click on the paypal button to register your ARMAGETRON name, and remember to include a note of your name in your entryfee.
:[[£1 €1 $1?]]
 
  
 
==team registration==
 
==team registration==
 
Players first have to organise themselves into teams. Perhaps players have the chance of playing on different teams... and as the day of the CUP draws near, they have to make decisions on which teams they play. Perhaps players have the option of playing on different teams. When it comes down to it, the teams need to be registered so that on the day, team-pairing is easy and records of wins and losses are easily tabulated.
 
Players first have to organise themselves into teams. Perhaps players have the chance of playing on different teams... and as the day of the CUP draws near, they have to make decisions on which teams they play. Perhaps players have the option of playing on different teams. When it comes down to it, the teams need to be registered so that on the day, team-pairing is easy and records of wins and losses are easily tabulated.
;finding your team
 
:Space on the forums, as well as PM's and emails, can provide players with ways of getting into teams, inviting others onto teams etc. Of course, most of the time, teams will be formed by people meeting on the grid. Experienced players will have already determined their prefered team partners and their prefered positions, however they may have several options. As new players enter, and as they learn to play the game, they will form relationships with other new players and the formation of teams is half-way there.
 
  
 
==server allocation==
 
==server allocation==
Line 17: Line 15:
  
 
==standardised fortress settings==
 
==standardised fortress settings==
Probably as they are on CVS Test Server. Although different servers and clients may translate them, this should as much as possible be standardised. Any variation between servers can be a matter of more popular, recommended servers.
+
The Fortess settings must be standardised by the time the BOWL has been played.
  
 
==reaching 1,000,000 players==
 
==reaching 1,000,000 players==
Something like a marketing strategy. Is it through word of mouth... through advertising.. can players encourage others to join by posting invitations in other game forums. At the root of it all, however, is the game itself. It is essential that the first experience a player has of the game is a pleasurable one, and hence some thought must be paid to how new players are treated. If the growth is exponential (as things seem to be on the net), then at some stage it may be possible to have noob-only servers.
+
Something like a marketing strategy. Is it through word of mouth... through advertising.. can players encourage others to join by posting invitations in other game forums? At the root of it all, however, is the game itself. It is essential that the first experience a player has of the game is a pleasurable one, and hence some thought must be paid to how new players are treated. If the growth is exponential (as things seem to be on the net), then at some stage it may be possible to have noob-only servers.<br>
;word of mouth
+
If schools participate, schools from all around the world will host teams which may win the school upto £128,000 for the winning team... damned useful for what started off as a lunch-time club.
:If each player introduces two new players to the competition, it only takes 20 steps to reach 1,000,000 players. Since THE BOWL attracted 1,000 players, this means there is only 10 steps to reach the goal. 10 steps in 6 months...
 
;entrancing the noobs
 
:It is imperative that noobs have a reasonable experience of the game. They should be encouraged to play on their own computer, then play against others who are also starting, maybe watch a game of fortress, play against other noobs, and then finally play against the wise-guys we know so well. If their experience is stepped, then we can assure ourselves that we will have a lot of players by the end of the year. Of course, there will be players who wish to jump in the deep end, this must be entirely possible too.<br>
 
:On the forums as well, noobs should have an opportunity to find other new players to form new teams, so that they have an opportunity to play/practice, and eventually compete with some of the more experienced player-teams.
 
  
=the day=
+
=the big day=
The big day. 1,000,000 players, perhaps up to 64,000 servers, and a lot of sweat.
+
What an event: 1,000,000 players, perhaps up to 64,000 servers, and a lot of sweat.
  
 
==feasible round-period timing==
 
==feasible round-period timing==
How is each round run? Can we play 64,000 games simultaneously? Can we spend as long as 1/2hour to determine the result of two teams competing?
+
Can we play 64,000 games simultaneously? Can we spend as long as may be done in [[THE BOWL]] competition to determine the result of two teams competing? To make it feasible, we may have to conduct matches between two teams within 1/2 hour.
;basic 1/2hour rounds
 
:Five minutes warm-up, then 15 minute sets where teams battle it out to find the best team out of 3 matches. Additional time is used to rest, and to organise and prepare for the next match.<br>
 
:If there are enough servers, 64,000 games can be played in the first half-hour, then 32,000 games in the second half-hour, etc, with a break of 1/2 hour after 3 hours, then another 1/2 break after 3 hours, then one more break after 2 hours, and the final set. A total of 10 hours from start to finish, the winners having played 4 hours and 15 mins or there-abouts, which players do regularly nowadays!!!!!
 
  
==tagging team-pairings==
+
==tracking team-pairings==
What is the system that keeps a tag of the teams and results? How do teams pair up in the first place? Is this all determined before the day? Or can this be determined on the day in a close-to-chaos self-organised way? Is there a strict order of play sequenced play as most tournaments are organised, or is the first-come first-serve matching of teams organised by themselves?
+
Is there a strict order of play sequenced play as most tournaments are organised, or is the first-come first-serve matching of teams organised by themselves? This should have been determined in the previous competition for [[THE BOWL]], with improvements based on the lessons learned there. Based on the first competition, the Spoon, the self-organised seeding round seemed easier than the play-offs with 14 games to 2 games respectively.
;traditional knock-out
 
:Teams have been registered before hand, and times have been set, and servers, so that everyone know who they are playing, and who they may play. This has been done randomly, with the option of seeded teams from [[THE BOWL]] (or they might be seeded from a previous CUP competition).
 
;self-organised pairings
 
:If teams have their own credit system, and there is enough time, teams can organise to play other teams who are available, negotiating which servers they play on. There is no need to determine before hand who is to play who, or who will play who, but a system is required to record results. As teams drop out, so the process of pairing teams becomes more skillful as dgo teams avoid playing each other awaiting their first confrontation to be the final of the entire competition.
 
  
 
==money distribution==
 
==money distribution==
 
How is the money reallocated? What the percentages to players, developers, designers? Since this is not a major incentive for the original designers, and since the game has been developed through free open-source philosophy, money MUST NOT BE ALLOWED to make the game heavy. The [[flow of money]] should be simple, clean and clear, with no aggregation in any body or collective. It is a matter of redistribution of money from individuals to individuals, with no residue, nothing to clogg up our enjoyment; merely a way of redirecting money to those who deserve it (primarily the designers for their vision, the programmers for their work, and the players for their evident skill).
 
How is the money reallocated? What the percentages to players, developers, designers? Since this is not a major incentive for the original designers, and since the game has been developed through free open-source philosophy, money MUST NOT BE ALLOWED to make the game heavy. The [[flow of money]] should be simple, clean and clear, with no aggregation in any body or collective. It is a matter of redistribution of money from individuals to individuals, with no residue, nothing to clogg up our enjoyment; merely a way of redirecting money to those who deserve it (primarily the designers for their vision, the programmers for their work, and the players for their evident skill).
;40:40:20
+
:[[forty-forty-twenty]]
:40% goes to the players. This is distributed as £16k to the winning team, and then various percentages to those they beat, so that even the first team they beat on the first round, may win something.<br>
+
:[[trust those who do not ask for our money]]
:40% goes to the programmers and servers.<br>
+
:[[credit]]
:20% goes to designers and inspirers whatever their contribution has been.
+
 
;trust those who do not ask for our money
+
=other ideas which don't fit the categories that well=
:The money is collected and entrusted to someone, perhaps z-man or Tank Program. They make use of the funds as they see fit through the development of the year. If the competition goes ahead, they should have enough funds to distribute as agreed on this wiki. If not, I trust them to use the money well... to continue making improvements to the game, paying for server and net-time, etc.
+
Feel free to create any new categories as well list ideas and mechanisms that don't fit the format above. Make use of the discussion options for each page, and use the forums to voice ideas to see if anyone else has been thinking the same things you have been...
;credit
+
 
:Each person will be granted with 1 Credit when they register, so that in [[THE BOWL]], their credit is a useful simulation of what will happen to the money in the real event of THE CUP. It may be that players accrue Credits throughout the competition, round after round, or they only get their winning purse at the end.
+
[[Category:The Cup]]

Latest revision as of 13:58, 27 August 2021

Ideally, 1,000,000 players congregate on servers dotted around the planet, competing in Fortress teams, until the final team wins THE TRONIC CUP. How it all goes ahead is determined by players contributing ideas here, and there are different ways of arranged these thoughts; what follows is one way. Feel free to add to the list under any category and please remember that all editions are constructive.


preparations

At this stage (TRONICv1.3), it is too early to be precise with any plans, however the long-view thinkers amoungst us may have some vague notions of how such an event may be realised. We have learned a lot from THE SPOON competition. Perhaps the most impressive thing was how the seeding round lasted for 2 weeks and consisted of 14 games whereas the play-offs lasted over 5 weeks and homed only 2 games. This will become more precise after the competitions for THE LADLE and THE BOWL have been done, especially the last which should have taken place 6 months before the competition of the TRONIC CUP. Most of the work shall be done in preparation so that the event may have the chance of running smoothly.

initial individual registration

Players can do this now. By investing their £1 now, the set the ball in motion. Click on the paypal button to register your ARMAGETRON name, and remember to include a note of your name in your entryfee.

team registration

Players first have to organise themselves into teams. Perhaps players have the chance of playing on different teams... and as the day of the CUP draws near, they have to make decisions on which teams they play. Perhaps players have the option of playing on different teams. When it comes down to it, the teams need to be registered so that on the day, team-pairing is easy and records of wins and losses are easily tabulated.

server allocation

Stuff to do with PING so that players have reasonable, acceptable PING. If there are enough players and hence servers, players will tend to play others nearby so that PING is roughly equivalent. Towards the end of the competition, neutral, recommended servers, are used to home the finals.

standardised fortress settings

The Fortess settings must be standardised by the time the BOWL has been played.

reaching 1,000,000 players

Something like a marketing strategy. Is it through word of mouth... through advertising.. can players encourage others to join by posting invitations in other game forums? At the root of it all, however, is the game itself. It is essential that the first experience a player has of the game is a pleasurable one, and hence some thought must be paid to how new players are treated. If the growth is exponential (as things seem to be on the net), then at some stage it may be possible to have noob-only servers.
If schools participate, schools from all around the world will host teams which may win the school upto £128,000 for the winning team... damned useful for what started off as a lunch-time club.

the big day

What an event: 1,000,000 players, perhaps up to 64,000 servers, and a lot of sweat.

feasible round-period timing

Can we play 64,000 games simultaneously? Can we spend as long as may be done in THE BOWL competition to determine the result of two teams competing? To make it feasible, we may have to conduct matches between two teams within 1/2 hour.

tracking team-pairings

Is there a strict order of play sequenced play as most tournaments are organised, or is the first-come first-serve matching of teams organised by themselves? This should have been determined in the previous competition for THE BOWL, with improvements based on the lessons learned there. Based on the first competition, the Spoon, the self-organised seeding round seemed easier than the play-offs with 14 games to 2 games respectively.

money distribution

How is the money reallocated? What the percentages to players, developers, designers? Since this is not a major incentive for the original designers, and since the game has been developed through free open-source philosophy, money MUST NOT BE ALLOWED to make the game heavy. The flow of money should be simple, clean and clear, with no aggregation in any body or collective. It is a matter of redistribution of money from individuals to individuals, with no residue, nothing to clogg up our enjoyment; merely a way of redirecting money to those who deserve it (primarily the designers for their vision, the programmers for their work, and the players for their evident skill).

forty-forty-twenty
trust those who do not ask for our money
credit

other ideas which don't fit the categories that well

Feel free to create any new categories as well list ideas and mechanisms that don't fit the format above. Make use of the discussion options for each page, and use the forums to voice ideas to see if anyone else has been thinking the same things you have been...