quote
Smash Lord
Accidental double post.
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It is. I'm terrible at explaining things.I see what you're saying in creating a net imbalance on one side. I wonder if this is what quote is trying to get at. (although you're off by one on game two, it would be +5, not +6). So the net balance is going to be +/-1 for two stage strikes.
Let me see if I can come up with an amendment to make it perfectly competitively neutral.
Yea you're right about the +5 and not +6 bit, but that was a counting mistake on my part, which affected the rest of it, player 1 can do slightly better >.> I've amended my post with the changes.I see what you're saying in creating a net imbalance on one side. I wonder if this is what quote is trying to get at. (although you're off by one on game two, it would be +5, not +6). So the net balance is going to be +/-1 for two stage strikes.
Let me see if I can come up with an amendment to make it perfectly competitively neutral.
This is the other problem that I was alluding to earlier, but didn't explain.Yea you're right about the +5 and not +6 bit, but that was a counting mistake on my part, which affected the rest of it, player 1 can do slightly better >.> I've amended my post with the changes.
But anyway, I don't think you can make this system anymore neutral, an changes will just make it not neutral in a different way.
Adding more strikes won't solve the problem, you'll just end up with slightly less polar counter-picks (and it would be the same as adding stage bans in our current system)
Though there is one advantage to your system I can see, and it's in a bo5, where you can your 4 extra strikes from after game 1, and so you can let your opponent have a +6 counter-pick, then you can strike down to a +2 counter-pick. Which gives you a higher chance of winning at least one of them.
The other problem with this is all your talk of how people can save their strikes to do XYZ etc. is all decided by player 1, player 2 basically has to go along with it otherwise he'll be at a disadvantage. (and player 2 has to pre-emptively do this with your system in its current state)
I don't think that this is the best solution, I think that this would diminish the positive effect of your plan in balancing out game 2-3 with the extra strikes.I think based on the math I've concluded that every two strikes in game one shifts game one in your favor by 1 game, but in game two/three/four/five it shifts it in theory at a one to one ratio.
The fix would probably be on a logical ratio to give people a larger strike pool for game 1 (one that in theory could cover the spread of 13 stages at the beginning), and the strikes that aren't used get divided by two going into the counter picking rounds.
That would effectively eliminate the possible imbalance issue throughout. if I'm not mistaken, albeit making the system slightly more complicated
Can you expand on this further? By match do you mean game 1 or the whole set? It sounds like you mean players will be offering stages for every game now....?
Based on the math, the divide by two makes things equal :\
ACTUALLY:
I might amend it to something like:
Players are given a Finite number of striking turns in a pool to last throughout the match
During the first striking turn, Player 1 may opt to strike up to two stages from the legal stage list at the expense of one striking turn or pass at zero expense to his
Player 2 may then opt to strike up to two stages from the remaining legal stages at the expense of one striking turn or pass at zero expense to his pool.
Once both players pass in succession, the alternating stage offering begins.
This keeps the variable system, as well as let's player 2 from being forced to succumb to the whims of player 1 as well, while not necessarily committing someone to striking on game 1 if they choose not to.
K, so how does it make it deeper?It encompasses that system but allows for also different variations of that system as well making it deeper
More options and choices while maintaining overall neutrality = more tactics and more depthK, so how does it make it deeper?
Not seeing the more options >.>, a full amended system would be nice though, I'll wait until you get that up to argue about it.More options and choices while maintaining overall neutrality = more tactics and more depth
lol, let me write out a full amended system to set us something to readdress that responds to the valid issues you guys brought up
I figured there would be kinks to work out, but I think this really could work out
What if I strike your best stages, then proceed to strike every 'okay' stage and end up with something crazy like WarioWare or 75m? You'll be busy striking MY best stages to notice what I'm trying to do.Full Striking (I'm assuming that's what flossing is... otherwise ignore this) is much better than a starter list imo. Starter lists are inherently biased toward characters that don't deal well with stage effects. Diddy, Falco, ICs are all higher on the tier than they probably should be because they do well on the current starter list. Stage diversity within a character is an inherently good trait, and flossing takes that into account. By flossing, the most neutral stage for that matchup taking into account player bias as well.
Hey man, I don't understand all this fancy talk. Full striking sounded to me like all stages were available. D:Flossing: Full Legal Stage Striking.
Shame on you, cookie.
For that matter, why wouldn't flossing for every game work? Neutral game one.. neutral game two... neutral game three.. etc. However, character CPing will remain, but this does not appear to be the issue at hand.
(I do apologize if you facepalm now and put this suggestion right next to all the other crappy suggestions)
Stages with random effects that introduce variability shouldn't be on the legal list anyway.What if I strike your best stages, then proceed to strike every 'okay' stage and end up with something crazy like WarioWare or 75m? You'll be busy striking MY best stages to notice what I'm trying to do.
Just off the top of my head.
Pretty much this.What if each game is striking, but on CP games the loser of last game gets a certian proportion of additional strikes? So it would be stage 5/17 instead of 9/17 and such.
I kind of like how that proportion can be reused and wouldn't change feel much if the legal stage list expands or shrinks.
Then again I guess if the number of bans for a CP game is a certain fraction of the number of legal stages you get the same effect..