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Allow tournament rewards to be earnable
Posted: Mon Jun 03, 2013 6:12 pm
by zakhennahr
First and second place have a new model, awesome! However, I think there should be opportunities at later times for everyone to earn the non-reputation rewards of the tournament.
This is not here for any immediate changes, but just keep in mind the following possibilities for a few months down the line:
1. Allow all rewards from 2 tournaments ago or earlier to be used by anyone. For example, after tournament 3, allow the rewards of tournament 1 to be usable by everyone.
2. Have flash tournaments every now and then where previous tournaments' rewards can be earned.
3. I was thinking about not adding this in, but you would enjoy it. Make rewards from 2 tournaments ago or earlier obtainable only when a team or player achieves something against a team of full AIs. "Rush and win within 12 minutes for the Thor model" could be a possibility.
On an unrelated note, if I ever infiltrate during a game now, it will be with the ever-so-stealthy Thor model

Re: Allow tournament rewards to be earnable
Posted: Mon Jun 03, 2013 6:58 pm
by Karl913
Achievements, like take down an enemy ship and dealing 75% or more of the damage with missiles or yamato to earn a new model? Win with above 90% hp, for example? l don't know, l think achievements would be interesting way to earn models.

Re: Allow tournament rewards to be earnable
Posted: Mon Jun 03, 2013 7:08 pm
by Red-Rocket
ya some arcade games include acheivments and can earn rewards which is cool
Re: Allow tournament rewards to be earnable
Posted: Mon Jun 03, 2013 7:39 pm
by WhyteDragon
Karl913 wrote:Achievements, like take down an enemy ship and dealing 75% or more of the damage with missiles or yamato to earn a new model? Win with above 90% hp, for example? l don't know, l think achievements would be interesting way to earn models.

The key to achievments like these is you want to make sure they're difficult to achieve regardless of the snowball effect. 90% HP above is very easy to do because of snowballing. Examples working around that:
Win a game without purchasing any small ships.
Destroy the enemy battlecruiser with only C4.
Win a game with less than 100 health on your battlecruiser remaining.
Destroy a wraith with a mining laser.
Destroy the battlecruiser with a wraith.
Destroy a wraith with a chomper.
Re: Allow tournament rewards to be earnable
Posted: Mon Jun 03, 2013 8:21 pm
by Karl913
Quick! think up as many hard-to-earn achievements as you can!
Sneak attack!
Destroy the enemy ship as a destroyer, wraith, or corvette using nullifier and not taking a hit
Siege Tank- Cruiser!
Destroy the enemy ship without it being in range of your sight
Core Killer
Using Yamatos and other power editing missiles, get the enemy to blow up their core
Core Pusher
Win a game with 10% core left and power output set to above 150%
Gravity Rift
Kill 2 small ships with a chomper
Team Muncher
Mine 80% of your teams resources
Not on my cruise!
Kill an infiltrator with superior equipment that still has 90% life or more left without assistance from team mates
Re: Allow tournament rewards to be earnable
Posted: Mon Jun 03, 2013 10:10 pm
by DumbMarine
I like the idea of past tournament skins being participation rewards for future tournaments, encourages participation.
Re: Allow tournament rewards to be earnable
Posted: Mon Jun 03, 2013 11:00 pm
by zakhennahr
I also think it is a good idea DM to have them as participation rewards instead of available to everyone, but there may come a point where Siretu gets tired of looking at his code and seeing 1000 lines of:
if (player.getID().equals("1-S2-1-1....")
{
Allow them to select whatever;
}
if (player.getID().equals("1-S3-1-2....")
{
Allow them to select whatever;
}
...
And so on. Unless SC2 has recently started providing easy-to-use and efficient containers of some sort, in which case he can just append the names to a list.
Re: Allow tournament rewards to be earnable
Posted: Tue Jun 04, 2013 12:55 am
by Siretu
Right now, it's pretty easy to add new rewards and to add new players to these rewards. I have a string array filled with IDs and then I just give the reward a unique reward ID and add a case in a switch case with a loop that checks my string array with player IDs.
However, this is not the best way to do it, since multiple players might have several rewards. Now some player IDs exist in two arrays. Since I can have structs, it would be easier to have a struct instance for each player, containing their ID and boolean flags for each reward they own. This way, I dont have to keep writing their ID. It should also make it easier to maintain in other ways.
Anyway, I support all this. It's something worth discussing when I get home.