XavierSylfaen
Smash Apprentice
I'm sure everyone can agree that randomness detracts from skill, even if they're okay with that happening. And most people don't want anything but skill to be a part of competitive play. I wouldn't be fine with controlled spawns of items if there was any randomness involved, and I know many people think the same way. Say I'm playing Falco v. Falcon, and I get kneed away just as an item spawns. Falcon picks it up, it happens to be a Frankin Badge. Now I can't use my lasers at all. My options to approach have now been limited to a significant degree. And don't give me any "but you could just approach another way" crap. The fact of the matter is, due to the item randomly being a Franklin Badge rather than something like Food or a Smoke Ball, I have now been put at a disadvantage. A random factor has changed the way the match will be played, and very possibly changed the outcome of the match as well.
The ONLY way items could be a part of competitive play is if they were completely un-random. Period. There is a way to do this, but it's not anywhere close likely to happen in SSB4. But there's nothing wrong with speculation. Here's my proposal:
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BASIC GAME RULES
Instead of sticking with the Melee standard of four stocks with an 8-minute time limit, the game would be three stocks with a 5-minute time limit. (Alternatively, a 5 min. 30 second time limit, to be explained later.) The shorter games are a result of having more games. Every set would be played at least best of 5 games instead of the minimum of best of 3 there is now, and Grand Finals would be best of 7 or best of 9, or possibly higher if the TO wishes it.
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ITEM LOCATION AND SPAWN TIME
Items would have to spawn in one given location, and never, ever deviate from this exact location. Items would have to spawn at exact intervals, and players would need to be made aware of these intervals. The timer would have to be turned on, and items could always spawn in the one given spawn place at 15-second or 30-second intervals or something. It would have to be 10, 15, 20, 30, maybe 40, or 60 seconds, realistically, because if you do something stupid like every 17 seconds then you'll have players doing mental math to figure out when the item's coming instead of playing the game. To help awareness of when the item would spawn, there would be a separate timer in the upper right that counted down to the next item spawn. Here's a poorly-done example in MS Paint.
I propose 60-second intervals for the item spawns. This could be changed fairly easily, although the time limit would have to change slightly as well, although I'll explain that later Assuming the speed at which people die in the one Mario v. Megaman match we've seen remains the same for the final version, this would spawn about one item per life depending on how defensively each player was playing.
This solves the placement issue, but not the randomness of the items themselves. There are three ways to solve this issue:
1. There is only one item allowed in all competitive play everywhere. It is always the same item. It always spawns in the middle of the stage at a given interval.
2. The first game is played with no items. The loser then gets to pick one non-overpowered item that can spawn in the middle of the stage at said intervals. It will be the same item the whole game.
3. (my personal favorite, and the one I will be explaining) The first game is played with no items. Then the following system would be put into place:
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DETERMINING WHICH ITEM SPAWNS
Which item is picked to spawn seems like it would have to be random, but that's not necessarily the case. There could be a system in which you first set the the interval at which items spawn (in this example, 60 seconds) then set the time limit (in this example, 5 minutes). After that, there would be four slots in which to put items. The slots each correspond to a time - In this case, 1:00, 2:00, 3:00, and 4:00. Each player would take turns picking an offical competitive play-approved item to go in each slot, and then that corresponding item would then spawn at that given time. The first game is played without items, as I said, but then once each player has got a feel for his opponent he will have a chance to pick items to help deal with them. The loser of the inital game will have control over the 1 minute and 3 minute slots, while the winner will be able to pick the items for the 2 minute adn 4 minute slots. Here's an MS Paint example.
If you wanted items to spawn at 30 second intervals, you would have to have a 5 minute 30 second time limit.
Item 1 - 0:30
Item 2 - 1:00
Item 3 - 1:30
Item 4 - 2:00
Item 5 - 2:30
Item 6 - 3:00
Item 7 - 3:30
Item 8 - 4:00
Item 9 - 4:30
Item 10 - 5:00
Obviously there would still have to be a banned items list that would have to be universally accepted, and obviously this isn't going to happen in the first place because we're not the developers of Smash unless one of us happens to be working at Bamco. But it's just an idea that I thought might be a lot of fun.
Thoughts/ideas/suggestions?
The ONLY way items could be a part of competitive play is if they were completely un-random. Period. There is a way to do this, but it's not anywhere close likely to happen in SSB4. But there's nothing wrong with speculation. Here's my proposal:
----------------------------------------------------------------------------------------------------------------------------------------------
BASIC GAME RULES
Instead of sticking with the Melee standard of four stocks with an 8-minute time limit, the game would be three stocks with a 5-minute time limit. (Alternatively, a 5 min. 30 second time limit, to be explained later.) The shorter games are a result of having more games. Every set would be played at least best of 5 games instead of the minimum of best of 3 there is now, and Grand Finals would be best of 7 or best of 9, or possibly higher if the TO wishes it.
----------------------------------------------------------------------------------------------------------------------------------------------
ITEM LOCATION AND SPAWN TIME
Items would have to spawn in one given location, and never, ever deviate from this exact location. Items would have to spawn at exact intervals, and players would need to be made aware of these intervals. The timer would have to be turned on, and items could always spawn in the one given spawn place at 15-second or 30-second intervals or something. It would have to be 10, 15, 20, 30, maybe 40, or 60 seconds, realistically, because if you do something stupid like every 17 seconds then you'll have players doing mental math to figure out when the item's coming instead of playing the game. To help awareness of when the item would spawn, there would be a separate timer in the upper right that counted down to the next item spawn. Here's a poorly-done example in MS Paint.
I propose 60-second intervals for the item spawns. This could be changed fairly easily, although the time limit would have to change slightly as well, although I'll explain that later Assuming the speed at which people die in the one Mario v. Megaman match we've seen remains the same for the final version, this would spawn about one item per life depending on how defensively each player was playing.
This solves the placement issue, but not the randomness of the items themselves. There are three ways to solve this issue:
1. There is only one item allowed in all competitive play everywhere. It is always the same item. It always spawns in the middle of the stage at a given interval.
2. The first game is played with no items. The loser then gets to pick one non-overpowered item that can spawn in the middle of the stage at said intervals. It will be the same item the whole game.
3. (my personal favorite, and the one I will be explaining) The first game is played with no items. Then the following system would be put into place:
----------------------------------------------------------------------------------------------------------------------------------------------
DETERMINING WHICH ITEM SPAWNS
Which item is picked to spawn seems like it would have to be random, but that's not necessarily the case. There could be a system in which you first set the the interval at which items spawn (in this example, 60 seconds) then set the time limit (in this example, 5 minutes). After that, there would be four slots in which to put items. The slots each correspond to a time - In this case, 1:00, 2:00, 3:00, and 4:00. Each player would take turns picking an offical competitive play-approved item to go in each slot, and then that corresponding item would then spawn at that given time. The first game is played without items, as I said, but then once each player has got a feel for his opponent he will have a chance to pick items to help deal with them. The loser of the inital game will have control over the 1 minute and 3 minute slots, while the winner will be able to pick the items for the 2 minute adn 4 minute slots. Here's an MS Paint example.
If you wanted items to spawn at 30 second intervals, you would have to have a 5 minute 30 second time limit.
Item 1 - 0:30
Item 2 - 1:00
Item 3 - 1:30
Item 4 - 2:00
Item 5 - 2:30
Item 6 - 3:00
Item 7 - 3:30
Item 8 - 4:00
Item 9 - 4:30
Item 10 - 5:00
Obviously there would still have to be a banned items list that would have to be universally accepted, and obviously this isn't going to happen in the first place because we're not the developers of Smash unless one of us happens to be working at Bamco. But it's just an idea that I thought might be a lot of fun.
Thoughts/ideas/suggestions?