Any sort of ongoing tournament will take an honor system to acheieve no cheating--too many ways around to do it.
You will definitely need a referee or campaign master to check save games for official victory determinations and communications, etc.
Yep, that's exactly what I thought, or at least someone that can watch what's going on, at least some abilities are graphically shown. But more watching for things like exploits or frowned upon tactics that may be banned per agreed tournament rules, like the use of z axis. =P Also that person could provide commentary for people who don't really know what's going on, that really helps make watching a match more interesting. Viewers would start to pick up on things and start seeing hem on their own without the commentators help, and who knows, might start dragging in players to the multiplayer scene.
Is this tournament 1v1s only?
Problem with anything else is that you can do well, but your ally can suck...map starts also are a huge factor in games, but then fixed maps favor those who know the maps the best...
All in all, I'm not really sure this is a good game for tournaments...the more enjoyable games are large team games, and those just don't work for a tournament....
1v1 2v2 4v4, if people wanted, we could set up a tournament for every category with different win conditions, the sky is the limit. Ideally, if you have a partner, you know him or her. You picked em to be on your team for the tournament.
As far as the map, it should ideally be something that requires no forward knowledge of the map, all sides are equal, for example, this is what i was trying to describe for a 2v2 map. In hindsight, it might have been smarter to make a stop sign and gve each player their own dual chokepoint worlds instead of having one of ech chokepoint shared by adjacent players but the point is its straightforward, and the match becomes more about who understands military tactics better.
http://i191.photobucket.com/albums/z95/reddaggerz/samplemap.jpg
This could be done, just rather than have one mod, you'd have a bunch of mini mods that would each control one set of options. Rather than adjust it from the main menu, you would simply agree on the settings in advance and enable to correct mods accordingly. A bit more cumbersome but that's modding for you.
Yeah. So there is no way you could make, say, all the values in something like Gameplay.constants a variable that can be changed via a drop-down menu once sins is running? .... or maybe even if someone made a 3rd party program that could change it, but then the changes couldn't take effect on the competitors clients, and can't really trust competitors to enter agreed upon values and that'd be confusing with a bunch of people trying to make all the value changes.
I guess agreeing upon mods would be the best we can do. =P