OK - so sounds like we should cancel options #2 and #3.
I haven’t heard from @panblanco (RL must be keeping him busy) … so unless he chimes in real soon, we should declare a forfeit (happens) and @Trucriot and I should play in the Finals.
As explained in the personal message, I’d give @panblanco more time to show up. All three of us are busy right now (not signed up for any recent tournaments for a reason) and we’re not keeping anyone else waiting.
Cool you jumped on - sorry about the RL issues, but hope that gets worked out.
I just signed up … now I have to remember how to play this game as it has been a while!
FYI that @Trucriot & I agreed to call the Championship game “Not Decided” due to RL issues and I’ve updated the OP to reflect the final results.
Note the my semi-final game against @panblanco was also called due to RL issues. This is an issue with the current format of these 1v1 games … since games can take months to finish … and the tournament a year!
So I doubt I’ll organize anymore like this. I’m thinking either smaller maps and/or some sort of time-based deadlines would be better … such as the “Flying Swiss” format.
These recently larger KO tournament timeframes of up to one year are truly a long time and nearly impossible to commit to. I think the organically adjusted settings over the last years made the games more and more fair, but also tighter. The skill density also increased and the number of participants grew.
I would love to see the tradition of the EPIC KO tournaments continued though. One or more of these adjustments could help / be experimented with:
16 player limit (maximum of 4 rounds guaranteed for every player)
1 month per game as a time limit with an enforced tiebreaker rule (thus ensuring a fixed timeframe to plan with)
Starting Distance Medium or Close
More Ticks per Jump
Random Warp Gates
More Starting Stars
Automatic increases of weapon levels based on ticks (something that Jay would need to implement first though)
Maybe some others also have ideas on how to keep this format alive.