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-   -   Csi Sto Tournament (http://sto-forum.perfectworld.com/showthread.php?t=585411)

joker13874 03-16-2013 10:17 AM

Csi Sto Tournament
 
Hi everyone,
we are glad to show you the new pvp tournament we would like to organize with all premades who will want to participate in the game.
As soon as all the fleets will register their premades, we'll be in date and time to be determined for the dates of meetings
and team pairings that will make random using roll dice emote, through the zone chat.
Registrations open today 03/16/2013 and will close on 03/26/2013

For info: @joker1374 - @NandoPC - @Mad_In_Italy


Torunamnet Rules

Not Allowed:
Temporal Inversion Field;
Eject Warp Plasma ability and Console - Universal - Theta Radiation Vents cause of graphic problems;
Console - Universal - Graviton Pulse Generator;
Console - Universal - Battle Module 3000;
Console - Universal - Aceton Assimilator;
Console - Universal - Plasmonic Leech;
Romulan Hyper-Plasma Torpedo Launcher and Omega Plasma Torpedo Launcher;
Concentrated Tachyon Mine Launcher.


---

Max 2 toon per carrier: 2 sci, 2 tac, 1 eng; 2 tac, 2 eng, 1 sci, ecc...
Max 2 toon per team with Tetryon Glider;
Max 4 Hangar Bays;
Max 1 Jem'Hadar Attack Ship and 1 Kumari Escort for team;
( If in a team there won't be 1 jem'hadar attack ship, you'll able to use 2 kumari escort )

---

It's not possible to make mixed teams, like klingons and fed in a side. Only fed/kli teams. Obviously, there will be matches in which they compete Klinks and Feds.Registration is bound to handle.
If a handle is up for a fleet-team, the same handle can't play with another fleet-team.
The registered premade must declare a minimun of 2 reserves.
The registration cost 2 millions per team. The money will be used as a reward for the first 3 ranked teams.
The premade that doesn't show up on time and prefixed date will lose by forfeit.
The Leader of the teams registered to the tournament will need to meet to select all groups.
The draw will be made by the roll dice emote and the closer numbers will decide the pairings

Thanks to all people who want to partecipate

hurleybird 03-16-2013 03:06 PM

Thoughts:
Quote:

Originally Posted by joker13874 (Post 8615491)
Torunamnet Rules

[i]Not Allowed:
Temporal Inversion Field;
Eject Warp Plasma ability and Console - Universal - Theta Radiation Vents cause of graphic problems;
Console - Universal - Graviton Pulse Generator;
Console - Universal - Battle Module 3000;
Console - Universal - Aceton Assimilator;
Console - Universal - Plasmonic Leech;
Romulan Hyper-Plasma Torpedo Launcher and Omega Plasma Torpedo Launcher;
Concentrated Tachyon Mine Launcher.

Except for the Hyper-Plasma and Omega plasma all of these rules can be justified. Given the intention behind these rules, siphon drones and canubes should probably be added.

Quote:

Originally Posted by joker13874 (Post 8615491)
Max 2 toon per carrier: 2 sci, 2 tac, 1 eng; 2 tac, 2 eng, 1 sci, ecc...

This is a deal breaker. There really is no place for an engineer in PvP anymore. It's one thing to limit broken abilities, and quite another to force teams to gimp themselves. Teams participating in this tournament will be practicing team compositions that don't work in the real world. Therefore if you want to have a career limit, I suggest you go max of three instead of max of two.

Quote:

Originally Posted by joker13874 (Post 8615491)
Max 2 toon per team with Tetryon Glider;
Max 4 Hangar Bays;
Max 1 Jem'Hadar Attack Ship and 1 Kumari Escort for team;
( If in a team there won't be 1 jem'hadar attack ship, you'll able to use 2 kumari escort )

All sounds good, though the tetryon glider limit might be hard to police. Also, to make the last point less confusing I'd just change it to simply "max of one bugship"

Quote:

Originally Posted by joker13874 (Post 8615491)
If a handle is up for a fleet-team, the same handle can't play with another fleet-team.
The registered premade must declare a maximum of 2 reserves.

Who cares how many reserves a team has if they're bound to a team? Even if you want to have a limit on reserves, two is not enough when you need to have all three career types on a team. If you really want to go though with the "max of two per career type" rule, then you need a minimum of three reserve players - one for an alternate tac, one for sci, and one for eng.

darkfader1988 03-16-2013 03:42 PM

I always like to see tournaments/leagues or whatever going, so Q'apla for this.

However, if you really want the lot of PvP actually joining you should just restrict all the broken crap and dont get too restrictive on team setups, ships, classes, factions etc.

You give every team the highest possible freedom, yet disallowing obviously broken stuff.

This is the best middle way to go, with the rules you set out for your fellow participants people will reject it and dont even bother joining im afraid.

Just some second thought but its my opinion, do whatever you think is best.

Good luck!

hurleybird 03-16-2013 03:52 PM

Quote:

Originally Posted by darkfader1988 (Post 8618821)
You give every team the highest possible freedom, yet disallowing obviously broken stuff.

This is the ideal. T.F.S. tournament for example is well on it's way to being a giant fail because of one enormously stupid rule "only one of each type of ship allowed per team." It's a giant hassle that turns everyone off, and doesn't do squat balance wise. All of these tournaments that pop up and don't go anywhere seem to die because of some dumb rule that the organizers dig their feet in on.

nandospc 03-16-2013 07:40 PM

Indeed, joker modified the reserves thing. We wanted to write "minimum", not maximum :) It's just an error.
Anyway, the rules are open to any kind of criticism and discussion, in the sense that they can be changed.

Just a point:
we banned rom and omega torps because, in our fleet based experience, in pvp, and even in pve, they make the game lag a lot, especially if used with doffs.

Maybe even danubes and siphon drones will be banned, just dont know at the moment. We just wanted to be completely sure to eliminate bugged and "glitched" ability/console/whatever to create a s**t-free run of matches...:)

havam 03-17-2013 06:42 AM

Quote:

Originally Posted by hurleybird (Post 8618371)


This is a deal breaker. There really is no place for an engineer in PvP anymore. It's one thing to limit broken abilities, and quite another to force teams to gimp themselves. Teams participating in this tournament will be practicing team compositions that don't work in the real world. Therefore if you want to have a career limit, I suggest you go max of three instead of max of two.

Transcending self imposed glass ceilings n all.

gibbspt 03-17-2013 12:09 PM

i agree with every rule except for two... why not plasma torps and why not eject warp plasma.... i agree with the theta but the plasma comon....
if you have lag put the graphics to minimum... ive been on matches with high plasma stuff and didnt lag at all with graphics on medium... its not my fault your computer is lame

antoniosalieri 03-17-2013 12:30 PM

The 2 per class limit is good... every league should run with the same rule. Frankly if you are not capable of theory crafting a team with a proper engi healer the issue is yours HB. ;)

I agree engi is not the most useful class... however 3 sci 2 tac teams are just pure cheese and we all know it. :)

hurleybird 03-17-2013 01:40 PM

Quote:

Originally Posted by antoniosalieri (Post 8630281)
Frankly if you are not capable of theory crafting a team with a proper engi healer the issue is yours HB. ;)

We recently agreed to a private match against a fleet with some odd ideas of what "cheese" is. We had to run without extends or transphasics. They ran with Temporal Inversion and Theta, which they didn't see as cheese somehow. Didn't change a thing though -- still ended the way you'd expect it to against a team that follows the principles of The Guide. You see, it's not a matter of not being able to craft a team around silly rules (Bieber and I used to fly eng healers almost exclusively after all) it's not wanting to go through that hassle for an entire tournament, and certainly not wanting to endorse and help spread a play style that's going to weaken teams if they decide to adopt it.

The other day we saw CSI in the queues with an engineer. Instead of trying to force everyone to adopt their play style they should adopt one that works. Or if they think that taking an engineer is now a good thing to do, prove it against teams that don't.

Quote:

Originally Posted by antoniosalieri (Post 8630281)
I agree engi is not the most useful class... however 3 sci 2 tac teams are just pure cheese and we all know it. :)

Cheese is something that is either broken, or obviously overpowered. Not using something because it isn't useful isn't -- and by definition can never be -- cheese... did I really just need to say that? Come on, buddy. Go read The Jorf Guide and see if that helps right your crooked thinking.

hurleybird 03-17-2013 01:46 PM

Quote:

Originally Posted by havam (Post 8625941)
Transcending self imposed glass ceilings n all.

To quote from the The Guide:

Quote:

You can take the idea one step further and give your team a handicap. Flying in lower tier ships could even make matches against pugs -- that would otherwise be brainless stomps -- a challenging and rewarding way to get practice. Just be careful not to fall into the trap of excusing a bad build or team composition as a way to get practice via handicapping yourself. Using lower tier ships or items won't change the fundamentals your team needs to work on, but running an engineer in an escort will. Even though the engscort may provide some fringe benefit of making matches more challenging, fielding one will warp your team's play style and cadence towards a strategy that doesn't work, and is ultimately self defeating.


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