DeLux
Player that used to be Lux
- Joined
- Jun 3, 2010
- Messages
- 9,302
I. Preface:
[collapse="TLDR Story of why I have been pondering the rulesets"]
Up until recently, I mained Ice Climbers. That being said, the reality of my tournament scenario was that if I did not win game one, I would undoubtedly lose the set assuming it was a best of three games. Because of this, I've had an admittedly biased personal vendetta against the counter pick system because of the polarizing affect it potentially has over the course of a set.
After doing some research, this includes other fighter games, other sports, etc, to get some additional background information and ideas, I learned that Smash's counter pick system is fairly unique. So it became fair for me to make the postulation that the problems we faced with game one being over centralized were due to an issue with the system we implemented and not the nature of competitive games themselves.
Through some research, it seems that most suggestions to changing the system made the following sacrifice: potential competitive depth for potential competitive neutrality. Most usually, the depth lost was that of stage diversity while the neutralizing factor was placing a greater importance on game 3.[/collapse]
Despite my membership with the BBR-RC, this is strictly an independent venture on my part and is not necessarily being discussed by the committee right now.
II. Defining the Status Quo and Values
I am defining the policy that we're going to be amending as the Unity Ruleset. My goal was to make a ruleset that deviated as little from the ruleset as possible. This meant, I didn't want to change terms such as win/loss criteria to the best that I could. However, if no regard were paid to the status quo, the additional variables that could be changed creates some very interesting possible solutions that I will explore later in this post.
Values - Overriding principles that we consider preferable to base our ruleset/policy. The values that I am attempting to promote are Stage Diversity, Competitive Depth, Competitive Neutrality, and Decentralization of the importance of winning Game 1.
III. Mission
To find a ruleset that supports the Four Values that did not completely abandon elements of the status quo.
Specifically, the goal was to find a system that did not eliminate the counter pick system while supporting what are usually seen as mutually exclusive values in stage diversity and competitive neutrality.
IV. The Procedure: DeLux's Variable Striking/Counter Pick Procedure
New Version
1. Draw Lots for Player 1/ Player 2 Designation
2. Player 1 Picks Port
3. Player 2 Picks Port
4. Players Double Blind Pick their characters for game 1
5. Stage Striking Begins:
a. Each player is given a finite number of stage striking turns to use throughout the entire set. For hypothetical purposes, we will give them 6 turns for a 3 game set and 8 turns for a 5 game set.
b. Player 1 may choose to use a striking turn. If they opt to strike, they use a striking turn from their pool and may strike up to 2 stages from the remaining unstruck stages on the full legal stage list. If they wish to strike 0 stages, they may declare they "pass" at the cost of no striking turns.
c. Player 2 may choose to use a striking turn. If they opt to strike, they use a striking turn from their pool and may strike up to 2 stages from the remaining unstruck stages on the full legal stage list. If they wish to strike 0 stages, they may declare they "pass" at the cost of no striking turns.
d. b and c repeat until there is one remaining stage OR both players pass consecutively.
e. In the event there is more than one legal stage left unstruck, the player who passed first in steps "5b-d" offers a stage out of the remaining stages left unstruck for play on game 1. The player offered the stage may reject the stage unless it is the last remaining stage. If the player rejects the stage, that stage is removed from consideration and he will counter offer another stage for play on game 1 out of the remaining stages. This process will repeat itself until there is only one stage left or a player agrees to a stage.
6. Game 1 is played on the stage decided upon by the variable striking system
7. The Loser of the previous game offers the next stage out of the legal stage list. The winner of the previous game may reject the stage at the expense of a stage striking turn. This process continues until the winner agrees to the stage for the next game or runs out of stage strikes. If the winner does not have any striking turns left in his striking pool, the next game must be played on the stage offered by the loser of the previous game.
8. The winner of the previous game selects his character to be played in the next game
9. The loser of the previous game selects his character to be played in the next game.
10. Players play on the agreed upon stage.
11. Repeat Step 7-10 until a winner is determined by games in the set.
[collapse="old version"]1. Draw Lots for Player 1/ Player 2 Designation
2. Player 1 Picks Port
3. Player 2 Picks Port
4. Players Double Blind Pick their characters for game 1
5. Stage Striking Begins:
a. Each player is given a finite number of stage strikes use throughout the entire set. For hypothetical purposes, we will give them 8 strikes for a 3 game set and 10 strikes for a 5 game set.
b. From the full legal stage list, Player 2 strikes 1 stage
c. From the remaining stages, Player 1 strikes 2 stages
d. From the remaining stages Player 2 strikes at least one stage and may continue to strike any number of stages until they choose to end their striking turn or there is only one stage left.
e. From the remaining stages Player 1 strikes any number of stages until they choose to end their striking turn or there is only one stage left.
f. Player 1 offers a stage out of the remaining stages left unstruck for play on game 1. Player 2 may reject the stage at the expense of a strike unless it is the last remaining stage. If Player 2 rejects the stage, he will counter offer another stage for play on game 1 out of the remaining stages left unstruck. Player 1 may reject the stage at the expense of the stage strike. This process will repeat itself until there is only one stage left or a player agrees to a stage.
6. Game 1 is played on the stage decided upon by the variable striking system
7. The Loser of the previous game offers the next stage out of the legal stage list. The winner of the previous game may reject the stage at the expense of a stage strike. This process continues until the winner agrees to the stage for the next game or runs out of stage strikes. If the winner does not have any strikes left in his striking pool, the next game must be played on the stage offered by the loser of the previous game.
8. The winner of the previous game selects his character to be played in the next game
9. The loser of the previous game selects his character to be played in the next game.
10. Players play on the agreed upon stage.
11. Repeat Step 7-10 until a winner is determined by games in the set.[/collapse]
V. Why does this work?
This system essentially encompasses a balance between the current counterpick system and stage striking. Essentially, it gives players the choice of whether they want to contest game 1 as to make it neutral as possible, or they can save their strikes for later rounds to balance out the counter picks.
I put the strikes to narrow down selections on both ends by 2 in order to create a quasi 9-starter list affect. This becomes important in larger sets because it prevents the appearance of an extremely hard counter via using all of one's strikes early without the opponent being able to effectively counter act that with their own strikes. *edited out for new system
It essentially limits the importance of game 1 by creating choices on the parts of the players.
VI. Forseen Limitations
-Intricacies may necessitate a time limit on stage striking to make sure logistical impact does not occur
-Can the community count?
-Removes the environment of "game 1 on smashville?"
-change in status quo
-Ghostbone's Game 5 issues
VII. Further Testing
- I would like to see how adjusting the strike pool would affect matches
- I would also like to see how this system would play out with 2 stocks, 5 minute matches where best of 5 are played throughout the tournament with best of 7's played in finals sets.
- Testing on the order of the double blind pick at the beginning of the set. I placed it in the order that it is to mirror the current procedure. Given the varying nature, this might have unintended affects that I can't forsee.
Discuss
[collapse="TLDR Story of why I have been pondering the rulesets"]
Up until recently, I mained Ice Climbers. That being said, the reality of my tournament scenario was that if I did not win game one, I would undoubtedly lose the set assuming it was a best of three games. Because of this, I've had an admittedly biased personal vendetta against the counter pick system because of the polarizing affect it potentially has over the course of a set.
After doing some research, this includes other fighter games, other sports, etc, to get some additional background information and ideas, I learned that Smash's counter pick system is fairly unique. So it became fair for me to make the postulation that the problems we faced with game one being over centralized were due to an issue with the system we implemented and not the nature of competitive games themselves.
Through some research, it seems that most suggestions to changing the system made the following sacrifice: potential competitive depth for potential competitive neutrality. Most usually, the depth lost was that of stage diversity while the neutralizing factor was placing a greater importance on game 3.[/collapse]
Despite my membership with the BBR-RC, this is strictly an independent venture on my part and is not necessarily being discussed by the committee right now.
II. Defining the Status Quo and Values
I am defining the policy that we're going to be amending as the Unity Ruleset. My goal was to make a ruleset that deviated as little from the ruleset as possible. This meant, I didn't want to change terms such as win/loss criteria to the best that I could. However, if no regard were paid to the status quo, the additional variables that could be changed creates some very interesting possible solutions that I will explore later in this post.
Values - Overriding principles that we consider preferable to base our ruleset/policy. The values that I am attempting to promote are Stage Diversity, Competitive Depth, Competitive Neutrality, and Decentralization of the importance of winning Game 1.
III. Mission
To find a ruleset that supports the Four Values that did not completely abandon elements of the status quo.
Specifically, the goal was to find a system that did not eliminate the counter pick system while supporting what are usually seen as mutually exclusive values in stage diversity and competitive neutrality.
IV. The Procedure: DeLux's Variable Striking/Counter Pick Procedure
New Version
1. Draw Lots for Player 1/ Player 2 Designation
2. Player 1 Picks Port
3. Player 2 Picks Port
4. Players Double Blind Pick their characters for game 1
5. Stage Striking Begins:
a. Each player is given a finite number of stage striking turns to use throughout the entire set. For hypothetical purposes, we will give them 6 turns for a 3 game set and 8 turns for a 5 game set.
b. Player 1 may choose to use a striking turn. If they opt to strike, they use a striking turn from their pool and may strike up to 2 stages from the remaining unstruck stages on the full legal stage list. If they wish to strike 0 stages, they may declare they "pass" at the cost of no striking turns.
c. Player 2 may choose to use a striking turn. If they opt to strike, they use a striking turn from their pool and may strike up to 2 stages from the remaining unstruck stages on the full legal stage list. If they wish to strike 0 stages, they may declare they "pass" at the cost of no striking turns.
d. b and c repeat until there is one remaining stage OR both players pass consecutively.
e. In the event there is more than one legal stage left unstruck, the player who passed first in steps "5b-d" offers a stage out of the remaining stages left unstruck for play on game 1. The player offered the stage may reject the stage unless it is the last remaining stage. If the player rejects the stage, that stage is removed from consideration and he will counter offer another stage for play on game 1 out of the remaining stages. This process will repeat itself until there is only one stage left or a player agrees to a stage.
6. Game 1 is played on the stage decided upon by the variable striking system
7. The Loser of the previous game offers the next stage out of the legal stage list. The winner of the previous game may reject the stage at the expense of a stage striking turn. This process continues until the winner agrees to the stage for the next game or runs out of stage strikes. If the winner does not have any striking turns left in his striking pool, the next game must be played on the stage offered by the loser of the previous game.
8. The winner of the previous game selects his character to be played in the next game
9. The loser of the previous game selects his character to be played in the next game.
10. Players play on the agreed upon stage.
11. Repeat Step 7-10 until a winner is determined by games in the set.
[collapse="old version"]1. Draw Lots for Player 1/ Player 2 Designation
2. Player 1 Picks Port
3. Player 2 Picks Port
4. Players Double Blind Pick their characters for game 1
5. Stage Striking Begins:
a. Each player is given a finite number of stage strikes use throughout the entire set. For hypothetical purposes, we will give them 8 strikes for a 3 game set and 10 strikes for a 5 game set.
b. From the full legal stage list, Player 2 strikes 1 stage
c. From the remaining stages, Player 1 strikes 2 stages
d. From the remaining stages Player 2 strikes at least one stage and may continue to strike any number of stages until they choose to end their striking turn or there is only one stage left.
e. From the remaining stages Player 1 strikes any number of stages until they choose to end their striking turn or there is only one stage left.
f. Player 1 offers a stage out of the remaining stages left unstruck for play on game 1. Player 2 may reject the stage at the expense of a strike unless it is the last remaining stage. If Player 2 rejects the stage, he will counter offer another stage for play on game 1 out of the remaining stages left unstruck. Player 1 may reject the stage at the expense of the stage strike. This process will repeat itself until there is only one stage left or a player agrees to a stage.
6. Game 1 is played on the stage decided upon by the variable striking system
7. The Loser of the previous game offers the next stage out of the legal stage list. The winner of the previous game may reject the stage at the expense of a stage strike. This process continues until the winner agrees to the stage for the next game or runs out of stage strikes. If the winner does not have any strikes left in his striking pool, the next game must be played on the stage offered by the loser of the previous game.
8. The winner of the previous game selects his character to be played in the next game
9. The loser of the previous game selects his character to be played in the next game.
10. Players play on the agreed upon stage.
11. Repeat Step 7-10 until a winner is determined by games in the set.[/collapse]
V. Why does this work?
This system essentially encompasses a balance between the current counterpick system and stage striking. Essentially, it gives players the choice of whether they want to contest game 1 as to make it neutral as possible, or they can save their strikes for later rounds to balance out the counter picks.
It essentially limits the importance of game 1 by creating choices on the parts of the players.
VI. Forseen Limitations
-Intricacies may necessitate a time limit on stage striking to make sure logistical impact does not occur
-Can the community count?
-Removes the environment of "game 1 on smashville?"
-change in status quo
-Ghostbone's Game 5 issues
VII. Further Testing
- I would like to see how adjusting the strike pool would affect matches
- I would also like to see how this system would play out with 2 stocks, 5 minute matches where best of 5 are played throughout the tournament with best of 7's played in finals sets.
- Testing on the order of the double blind pick at the beginning of the set. I placed it in the order that it is to mirror the current procedure. Given the varying nature, this might have unintended affects that I can't forsee.
Discuss