Field of Glory II Tournament Suggestions

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
melm
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Re: Field of Glory II Tournament Suggestions

Post by melm » Tue Dec 11, 2018 3:48 pm

I think the tournament can add two timers for each match.
Currently one round takes 14 days to complete. We may evenly split it to 7 days for each side, i.e. 168 hours for each side. Once the game automatically issued by the system, two timers showing along with the current remaining time. When it is Side A's turn to reply, then Side A's timer starts to tick down until he sends his turn to Side B. At that time, Side B timer starts to tick down until he sends his to Side A. Finally, if the game is not completed, the player who spends less time wins the game. I think it may give some pressure for both sides to finish each round. It may also force player to start the game early. Otherwise, the other side can win without even play. (To be honest, I stole the idea from Twilight Struggle online system :) )

rbodleyscott
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Re: Field of Glory II Tournament Suggestions

Post by rbodleyscott » Tue Dec 11, 2018 4:20 pm

melm wrote:
Tue Dec 11, 2018 3:48 pm
I think the tournament can add two timers for each match.
Currently one round takes 14 days to complete. We may evenly split it to 7 days for each side, i.e. 168 hours for each side. Once the game automatically issued by the system, two timers showing along with the current remaining time. When it is Side A's turn to reply, then Side A's timer starts to tick down until he sends his turn to Side B. At that time, Side B timer starts to tick down until he sends his to Side A. Finally, if the game is not completed, the player who spends less time wins the game. I think it may give some pressure for both sides to finish each round. It may also force player to start the game early. Otherwise, the other side can win without even play. (To be honest, I stole the idea from Twilight Struggle online system :) )
There already are 2 timers, and although they are not displayed, they work exactly as you suggest, apart from the automatic win. A player cannot win by not playing. If one player does not play at least 12 turns, the faster player will win both matches and score 75 points for each.
Richard Bodley Scott

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melm
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Re: Field of Glory II Tournament Suggestions

Post by melm » Tue Dec 11, 2018 4:25 pm

double posted. delete.
Last edited by melm on Tue Dec 11, 2018 4:27 pm, edited 1 time in total.

melm
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Re: Field of Glory II Tournament Suggestions

Post by melm » Tue Dec 11, 2018 4:26 pm

rbodleyscott wrote:
Tue Dec 11, 2018 4:20 pm
melm wrote:
Tue Dec 11, 2018 3:48 pm
I think the tournament can add two timers for each match.
Currently one round takes 14 days to complete. We may evenly split it to 7 days for each side, i.e. 168 hours for each side. Once the game automatically issued by the system, two timers showing along with the current remaining time. When it is Side A's turn to reply, then Side A's timer starts to tick down until he sends his turn to Side B. At that time, Side B timer starts to tick down until he sends his to Side A. Finally, if the game is not completed, the player who spends less time wins the game. I think it may give some pressure for both sides to finish each round. It may also force player to start the game early. Otherwise, the other side can win without even play. (To be honest, I stole the idea from Twilight Struggle online system :) )
There already are 2 timers, and although they are not displayed, they work exactly as you suggest, apart from the automatic win. A player cannot win by not playing. If one player does not play at least 12 turns, the faster player will win both matches and score 75 points for each.
Any concern not just comparing the consumed time but adding 12 turns threshold?
BTW, I think making timers visual may add some psycho motivation.

rbodleyscott
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Re: Field of Glory II Tournament Suggestions

Post by rbodleyscott » Tue Dec 11, 2018 6:34 pm

melm wrote:
Tue Dec 11, 2018 4:26 pm
Any concern not just comparing the consumed time but adding 12 turns threshold?
I am not sure what you mean.
BTW, I think making timers visual may add some psycho motivation.
It would be nice to think so, but I am not convinced it would do much to motivate those that really need motivating. However, I will raise the issue with those in control of how the tournament system works.
Richard Bodley Scott

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melm
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Re: Field of Glory II Tournament Suggestions

Post by melm » Wed Dec 12, 2018 6:20 am

rbodleyscott wrote:
Tue Dec 11, 2018 6:34 pm
melm wrote:
Tue Dec 11, 2018 4:26 pm
Any concern not just comparing the consumed time but adding 12 turns threshold?
I am not sure what you mean.

Never mind. Maybe it's not fair just comparing time left if the game is close to complete but not complete. If that is the case, how about extending 12 turns to 20 turns? 12 turns is surely not close to complete but 20 is.

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Re: Field of Glory II Tournament Suggestions

Post by rbodleyscott » Wed Dec 12, 2018 11:35 am

melm wrote:
Wed Dec 12, 2018 6:20 am
rbodleyscott wrote:
Tue Dec 11, 2018 6:34 pm
melm wrote:
Tue Dec 11, 2018 4:26 pm
Any concern not just comparing the consumed time but adding 12 turns threshold?
I am not sure what you mean.

Never mind. Maybe it's not fair just comparing time left if the game is close to complete but not complete. If that is the case, how about extending 12 turns to 20 turns? 12 turns is surely not close to complete but 20 is.
We have considered doing this. However, we have to allow for the possibility that some games will inevitably resolve more slowly than others, however active the participants, because of antipodean time zone issues.

It would not really be fair to punish the player who is slightly slower when both sides are only able to play 1 turn per day because their day-times do not significantly overlap.
Richard Bodley Scott

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melm
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Re: Field of Glory II Tournament Suggestions

Post by melm » Sun Dec 16, 2018 6:56 am

For the motivation, IMO new players(I mean who have enough courage to sign in the tournament) mostly need it. How about offering 85 points for new comers' first two tournament if they finish all the matches, including the match their opponent stop playing(150 pts situation). After six matches, they will decide to stay or leave.

rbodleyscott
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Re: Field of Glory II Tournament Suggestions

Post by rbodleyscott » Sun Dec 16, 2018 9:00 am

melm wrote:
Sun Dec 16, 2018 6:56 am
For the motivation, IMO new players(I mean who have enough courage to sign in the tournament) mostly need it. How about offering 85 points for new comers' first two tournament if they finish all the matches, including the match their opponent stop playing(150 pts situation). After six matches, they will decide to stay or leave.
I think it is most unlikely that I could sell that idea to the Slitherine folk who decide how the tournament system works.
Richard Bodley Scott

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melm
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Re: Field of Glory II Tournament Suggestions

Post by melm » Sun Dec 16, 2018 9:37 am

rbodleyscott wrote:
Sun Dec 16, 2018 9:00 am
melm wrote:
Sun Dec 16, 2018 6:56 am
For the motivation, IMO new players(I mean who have enough courage to sign in the tournament) mostly need it. How about offering 85 points for new comers' first two tournament if they finish all the matches, including the match their opponent stop playing(150 pts situation). After six matches, they will decide to stay or leave.
I think it is most unlikely that I could sell that idea to the Slitherine folk who decide how the tournament system works.
Never mind. Just some idea trying to get more invovled in MP community and to improve tournament finish rate.

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Re: Field of Glory II Tournament Suggestions

Post by General Shapur » Sun Dec 23, 2018 2:17 am

Just got a pounding in my last tourney game by Romans (well played to my opponent - it was a real drumming). But his strategy had me thinking the setup for tourney games could be different and make the game more 'realistic'.

In effect my opponent pulled his Romans into a corner and thus did not have to overly worry about attacks on the rear or 1 flank - placing my more mobile horse/chariots in the next to useless category ( I had maxed these out - so that was a lot of my army). Certainly, I could see this occurring and I didn't necessarily have to commit - we could have had a Mexican stand off. But, would it not be better to have a larger map with units placed in the middle and thus not able to 'play' the board edge?
Look back over the past, with its changing empires that rose and fell, and you can foresee the future, too. M.A.

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Re: Field of Glory II Tournament Suggestions

Post by nyczar » Tue Dec 25, 2018 5:52 pm

Hi General Shapur,

do a search for Turtling, you will see there has been a discussion on this type of play.

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Re: Field of Glory II Tournament Suggestions

Post by vakarr » Mon Jan 21, 2019 10:33 pm

I think there should be a handicap system based on the army chosen, to encourage a wider choice of army types and make battles a little fairer. Players used to talk about "A", "B" or "C" class armies and it would be possible to classify them that way. Then, if you have

A vs A: no change, terrain is pot luck unless players agree
A vs B: B chooses the terrain type
A vs C: C chooses the terrain type and either the type of battle (e.g maybe a flank march could be allowed) or gets some additional points
B vs C: C Chooses the terrain type
B vs B: pot luck unless players agree
C vs C: pot luck unless players agree

Actually I would like to see a terrain weighting system or pre-battle matching system, to allow for the total unsuitability of some armies for certain types of terrain if the players can't agree what terrain to fight on. A pre-battle matching system might involve players each choosing three types of different terrain each and each type of terrain being given a numerical value, which when added together gives a result corresponding to the terrain to be used, with the lower total number or the combined total being the winner. For example Player 1 might choose Med Agricultural (1 point), Mid East Agricultural (2 points), and Steppe (0 points) while Player 2 would might choose Med woods (3 points), Med hills (3 points), and jungle (3 points).

Criteria
A: Class
popular army choice
wins a lot of competitions
has a good choice of different types of troops
has some superior or elite troops

B: Class
not quite so popular
wins some competitions
has a varied list but is restricted on some troop types
has some superior or elite troops


C: Class
unpopular army
rarely, if ever, wins competitions
lacks many troop types, probably a one dimensional army that works best only in one type of terrain
has few superior troops and probably no elite troops

melm
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Re: Field of Glory II Tournament Suggestions

Post by melm » Tue Jan 22, 2019 2:25 am

But Slitherine tournament is fully automated. You don't even have a choice.

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Re: Field of Glory II Tournament Suggestions

Post by SnuggleBunnies » Tue Jan 22, 2019 2:46 am

I mean, it's a mirror match, and everybody gets the same map, so does it really matter? Perhaps your post is more relevant to the Digital League?

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Re: Field of Glory II Tournament Suggestions

Post by vakarr » Wed Jan 23, 2019 12:23 am

Oh, sorry, I didn't know that, I thought it was just like an ordinary wargames competition, I didn't know that's what the mirror feature was for.

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