Elyssa Xey Hexen
Broken!
- Joined
- Aug 6, 2008
- Messages
- 19,345
I like the idea of striking stages from a full list for game 1. After that, the standard system should work fine.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
How does FLSSing on game one do anything to eliminate the overcentralization of winning game one?I like the idea of striking stages from a full list for game 1. After that, the standard system should work fine.
I lol'ed at this.I am super saddened the most legitimate rebuttal we have so far is "the community can't count"
You do have the option to say no at the expense of a strike. I don't understand how this gives a player an advantage either way, especially when you can skew game one into being in your favor simply by using more strikes. If your opponent beats you to the punch, you now have the option to save your strikes for their counter pick. So any adv they gain on game 1 is taken from them in the counter picking phase.On a more serious note, once it hits the point that an offer is made G1 to play on, the player who makes an offer has a serious advantage. Even if it's just out of 3 stages, getting to chose out of those is still a large option. I can see myself saying no in a good number of situations.
I thought about using random, but the idea of introducing a random element seems anti-competitive to me when the system I have established leaves it up to the players to decide from.I'd suggest that instead of having players make offers, G1 should just be randomly selected from the remaining stages. This would eliminate this advantage of offering first. Due to the stage striking, the random won't be destructively random either.
The 1-2-1 was justisfied two fold:Why is a 1-2-1 striking mandatory? If you play metaknight or some character of a similar nature that can accept pretty much any neutral, it would be useful to save your strikes for the counterpick stages.
Well yeah duh. This system is designed to neutralize over a set by competitive depth and choice. If you want a completely neutral one game, you FLLSS.One concern I have for this is if anyone does one round pools (I don't know how many do). In this case the new stage striking procedure is irrelevant.
Your system boils down to FLSS for game 1 and two stage bans for games 2 and 3 though, it's not that amazing.Competitively unneutral. My system is better.
You can't have game 1 your advantage without game 2 being massively in your opponents advantage and game 3 being neutral.That's is one of three possible scenarios that can occur in the process of decision making
It'll either end up: Adv P1 if they decide to take it, at the cost of limiting their CP in a later game
Adv P2 if they decide to take it, at the cost of limiting their CP later in the game
or the whole neutral affect.
You're looking at it from a narrow scope.
Except they have differing advantages.Game 1 your advantage hmmm sounds like a CP
Game 2 your opponents advantage hmmm sounds like a CP
Game 3 being neutral. Sounds like we decentralized the importance of game one being a must win (at least for your opponent)
So you end up with like 5 stage bans for your opponents counter-pick? lolIt isn't FLSS first game...you still have a starter stage list...
Given proper maintenance of the system, they would have to be neutral throughout.Except they have differing advantages.
And we can make a system like that without being as complex as yours
The expense of a strike is exactly what I'm getting at though. The player who has the option of rejecting the offer is heavily pressured to just accept because the value of banning a neutral is always less than that of banning a counter.You do have the option to say no at the expense of a strike. I don't understand how this gives a player an advantage either way, especially when you can skew game one into being in your favor simply by using more strikes. If your opponent beats you to the punch, you now have the option to save your strikes for their counter pick. So any adv they gain on game 1 is taken from them in the counter picking phase.
I thought about using random, but the idea of introducing a random element seems anti-competitive to me when the system I have established leaves it up to the players to decide from.
The 1-2-1 was justisfied two fold:
1. First, by the idea that if you went strictly into the variable striking phase, someone could essentially strike away all of their pool without any counter action from their opponent.
2. This allowed us to consolidate the striking pool to a smaller number and allow equal balance of strikes across the 3/5 game spectrum. For example, if you did burn all your strikes game one without any opponent input, you could only strike it down to your opponent's fourth worst stage. In the context of the forced strikes, you could now effectively strike it down to your opponent's second third to worse stage. It was the best way that I could come up with in terms of allowing diverse options across all the games.
Well yeah duh. This system is designed to neutralize over a set by competitive depth and choice. If you want a completely neutral one game, you FLLSS.
Why? Sounds like your biased towards certain stages.The expense of a strike is exactly what I'm getting at though. The player who has the option of rejecting the offer is heavily pressured to just accept because the value of banning a neutral is always less than that of banning a counter.
This is easily augmented by using a different striking tactic during your variable striking round.Hypothetically 1 of the remaining stages will give the offering player a 2% advantage over the others while the other two give a 2% disadvantage. The issue is that the first player gets to do this every time.
I don't think it's necessary to add that random element. I've considered swapping the offer order actually in light of this, but i don't think it needs a kick to random option because your saying a random option is necessary is based on faulty premisesYou said something introducing randomization being anti competitive. I'd agree with this. Going back to first step of the procedure though, player 1 and player 2 are randomly determined out of necessity. I'm suggesting a second randomization to reduce the impact of the P1 P2 dice roll. I don't like it either, but it seems healthier than giving P1 a distinct advantage over P2.
I'm not, but I guarantee that other's will be. I'm looking at this process strictly in a vacuum.Why? Sounds like your biased towards certain stages.
Strategically this is not an option.This is easily augmented by using a different striking tactic during your variable striking round.
I'd go ahead and do this. It does offset the issue that I have with it a bit. I don't like the fact that it doesn't address the problem directly but it's definitely better than nothing, which is the reasoning behind my suggestion. Also if you can think of an alternative that addresses the issue directly, please do so, the plan altogether is too good to go to waste.I don't think it's necessary to add that random element. I've considered swapping the offer order actually in light of this, but i don't think it needs a kick to random option because your saying a random option is necessary is based on faulty premises
Lots of players don't care so much, they often mutually agree to play on battlefield and go for it. Messing with the system for people who care doesn't really hurt them.Too much effort for a smash tournament. People don't want to constantly write stuff down with every set, or possibly every match. They want things flowing as quickly as possible. Only person writing/typing should be TO with the bracket. There is also the risk of losing the paper, particularly if it's a very large tournament.
Having spoken to you personally, no offense, but you are easily the most stage biased person I've ever talked smash about with.I'm not, but I guarantee that other's will be. I'm looking at this process strictly in a vacuum.
Yes it is. If you want a greater adv game one, strike more stages. If you want a more neutral stage, strike less and hope your opponent doesn't strike stages to put it in his adv. Even if he does that, you get the neutral in a later stage.Strategically this is not an option.
Why? Hypothetically speaking, if I lose game 1 due to my opponent using strikes and I saving strikes, I would have enough strikes to make his CP extremely neutral while I have my own CG. With the system it will either be Neutral x3 OR Adv 1, Adv 2, Neutral in no particular order. The system allows people to choose the order and the parity of each matchup through number of strikes exercised.Game 2 picks have a bigger effect on a matchup than a neutral.
A strike is a strike no matter when you use it. The inherent value or disvalue you give it is bias on your part.Because of that, bans/strikes are more valuable in G2 than G1.
I don't even understand what you're trying to say.Because of that, won't strike any stages providing advantage less than that of the difference between the opponent's most advantageous remaining counterpick of game two and last banned counterpick.
Again, that advantage is covered in later rounds via the strike pool system.Assuming that neutrals have advantages over each other, you can conclude that the first player offering a stage has an advantage over the other.
I'll think about if it helps, but honestly, it doesn't matter and I think your premise are faulty based on your preconceived biasI'd go ahead and do this. It does offset the issue that I have with it a bit. I don't like the fact that it doesn't address the problem directly but it's definitely better than nothing, which is the reasoning behind my suggestion. Also if you can think of an alternative that addresses the issue directly, please do so, the plan altogether is too good to go to waste.
I don't understand why you keep trying to suggest systems that revolve around game 1 when the point is to decentralize winning game 1 lolSystem all determined by GAME 1
Having spoken to you personally, no offense, but you are easily the most stage biased person I've ever talked smash about with.
Yes it is. If you want a greater adv game one, strike more stages. If you want a more neutral stage, strike less and hope your opponent doesn't strike stages to put it in his adv. Even if he does that, you get the neutral in a later stage.
Why? Hypothetically speaking, if I lose game 1 due to my opponent using strikes and I saving strikes, I would have enough strikes to make his CP extremely neutral while I have my own CG. With the system it will either be Neutral x3 OR Adv 1, Adv 2, Neutral in no particular order. The system allows people to choose the order and the parity of each matchup through number of strikes exercised.
A strike is a strike no matter when you use it. The inherent value or disvalue you give it is bias on your part.
I don't even understand what you're trying to say.
There aren't any bans in my system, thus you aren't even talking about the same thing.
I'll think about if it helps, but honestly, it doesn't matter and I think your premise are faulty based on your preconceived bias