- But there is still an incentive to camp and aim for a timeout: The player with the most damage would want to slow down the game and run the timer out for a percentage reset. They may lose or not later anyway, but I bet they wouldn't want to miss the chance to try again.
- I may or not be blowing it out of proportion, but my point is that it still takes more time than the regular 6 minutes maximum (unless they tie, which is very, VERY unlikely), making it, in average, less efficient.
- Camping is a strong strategy PERIOD. If the Diddy manages to take a stock they can run away forever like you said anyway, so the point is moot because it may happen regardless of the change. Will it be less likely if percentage is not part of the equation anymore? Maybe; but then again:
- Now you have an incentive for the player with a stock lead to camp.
- Another incentive for the player with a large deficit to make up to get a reset.
- The timer is shorter so both can aim for it at different points.
- Technically, on the current system, when the timer runs out and both characters have the same number of stocks, the game says it is a tie; and then WE decide to break that tie AT THE SAME TIME. I agree, it might not be the fairest option, but it's practical, easy to follow for players and everybody else, and we don't need to change the settings and start the last stock over again. It is simple and efficient enough.
So, out of the three aims you've listed, yours might be fairer (I honestly have no opinion on that, neither positive or negative), but it's not more efficient or less time-consuming than the current one.
Listen, it's apparent you'd rather take "efficiency" over fairness. So let me state how efficient my method can truly be.
So you state that it takes six minutes maximum for a single match set. Alright, so let's take into account both players getting up towards their set; that would take around 1 to 2 minutes, an additional 30 seconds or so for both players to set their controllers up, should there not be a setup for them on the Wii U already, and also an additional minute selecting characters and a stage. So already you're spending a lot of time there. Okay, so what difference would it make if we have these kinds of tie breakers?
Setting the timer and stock back would be quicker than any of these, because it'd probably take 15 seconds. The stage and characters would remain the same, so there should be only a couple seconds time in the event of a tie breaker to choose these. The entire tie breaker match would take a minute, which is a very short amount of time. So really, if we were to take matches and tie breakers into account for my system, it'd be no more than just a few more seconds after six minutes, which isn't that big of a jump. So you're indefinitely blowing this out of proportion.
And now about your first and third points.
Let's then take into account that players on the normal match can KO early within a match. And this will attack your third point. Now yes, a player with a stock advantage would like to keep that advantage, but it's more than likely that they'll probably lose that stock before time ends on a normal match. Now I only put up one extreme instance, but remember, we have many characters and a few stages, as well as baiting people who retreat. So this instance would be very rare in either types of rules, but it'd definitely be less likely with mine, but even more less likely if we just outright ban Duck Hunt. As for the incentive to retreat and aim for a time-out, I would doubt it. See, not all characters can retreat as efficiently as others. Every character can be caught up by another character.
And at your fourth point, do you know what's easy to follow? Seeing how early matches can end. So really, what my rule does is fix something that shouldn't truly be there. Now let me state this, both things would definitely be redundant in the long run, but in those extreme cases that the timer does run out, we don't have to judge the winner by some sort of unfair rule, but rather, we can just have them fight it off and incorporate the rule in a more fair usage, obviously.
You see, I'm trying to think of it in a more sports-like manner. What I'm trying to give is a more fair and only extremely slimly more time consuming method, which is still definitely more efficient in its usage than, say, our current system.
Look, this is a more progressive system than our current one, and I would just want fairness in the events of time-outs instead of just so-called efficiency. Fairness over not, that is what should be the goal of the Smash games in tournaments.