I know people don't want to hear this, but we have to factor in that striking from 20 stages takes a long time.
Time constraints must be considered.
I agree entirely, this is truly the weakness of FLSS if we are all honest. I'm guessing in the end we wont have twenty stages or more, maybe 15 tops (more like 11-13) but even those lower numbers does take considerable time. We could make the striking go faster (so for an 11 stage list instead of like, 1-2-2-2-2-1 go 2-3-3-2 or something which would slightly help).
I might be mistaken on this, but I thought the purpose of a starter stage was to help eliminate either player having to fight the stage too much on the first match. Like to help prevent the stage from interfering too heavily into the match (the reason people johned about PS1 in brawl was that it was a stater that was incredibly intrusive and people thought it probably shouldn't have been a starter).
I think you are correct that originally that was the reason why this was done. However by removing those stages you had to deal with a bit it accidentally nerfed the characters good on those kinds of stage by not letting them be used for the most important match of a set, game one. More then anything it's a philosophical difference where some want static stages even though they are not equally fair for both characters the players could choose, or those who want the stages to be fair for both characters to choose while allowing possible stage interference.
I guess I'm saying we should probably define the purpose of a starter and counter pick and define their differences.
That level of interference and what people think is acceptable vs what isn't would determine that but it's so fluid between people. If we actually could somehow 100% make a full system to decide which stages were legal and not that worked always I would do it. I've tried SO hard though, and I always end up losing a few really great stages. Maybe I just lack the brilliance to come up with that standard.
HOWEVER, I think I found something I might quite like suggested by our friend here:
Since all sorts of crazy ideas are flying around anyway, how about a blind pick system?
Basically it would work like this:
Each player has a number of suggestions and strikes (The exact number depends on how many legal stages the tournament is running).
Both players write their suggestions and strikes and give them to a third person.
The Third person checks if there is an agreement between suggestions, if there is one, the players pick that stage.
Otherwise, the struck stages are removed and the selection goes to random.
Problem solved, no need for a direct agreement between players, and no need to directly favor a player who gets first pick since there isn't one.
This is more of a problem solver and can fit in any ruleset without being it's main ruleset.
I would like to remove the possibility of random if possible. The ideas that two players submit the stages they want to play on and those they refuse to and compare them is a cool concept. We just need a better "if this doesn't work" option.
Let's just pretend we have 11 stages legal and use it for an example (since there is no way we'll have less then that ever).
So each player could write down five stages they want to start on, and 2 they refuse to.
Or maybe better yet, both players choose which stages they don't want to play on FIRST so none of the five picks they make are wasted by being unusable. That would leave 7 stages left in our example. Each player writes down from the stage they'd most like to play on to the worst. They are compared side by side.
If the players have any stages that are on the exact same part of their list, the first stage to match is the one they play on. An example below. (I used 3DS stages, so just transfer this over to Wii U or whatnot).
[collapse=Two Player's Choices Number 1]
Player 1 ~~~~~~~~~ Player 2
Battlefield ~~~~~~~~~ Final Destination
Prism Tower ~~~~~~~~~ Prism Tower
Arena Ferox ~~~~~~~~~ Yoshi's Island
Brinstar ~~~~~~~~~ Brinstar
Final Destination ~~~~~~~~~ Tomodachi Life
[/collapse]
Prism Tower they both agreed earliest would be best for the first match, so they play there.
If however, none of them match position, the first one of both players to match at all would be chosen. An example again:
[collapse=Two Player's Choices Number 2]
Player 1 ~~~~~~~~~ Player 2
Battlefield ~~~~~~~~~ Final Destination
Prism Tower ~~~~~~~~~ Brinstar
Arena Ferox ~~~~~~~~~ Yoshi's Island
Brinstar ~~~~~~~~~ Prism Tower
Final Destination ~~~~~~~~~ Tomodachi Life
[/collapse]
Prism Tower is on both of their lists, and is the highest on both lists that match, so it is chosen.
This could be done using the entire legal stagelist (to please those who enjoy FLSS) and would be much quicker. This also allows both opponents a bit more say in the stages.
It only becomes an issue if NONE of the stages match at all. With our example and only 7 stages to choose from it's very likely that one in the end will match. In fact, if I'm right it's impossible! It might even still be impossible to not have a match if the number was increased to nine stages if I'm doing this correctly.
SO by allowing two players a proper number of bans, and only leaving so many stages left you could make this work. This would be like striking only so many stages (by banning them) but instead of going random allowing player influence to decide the match. It cuts down on time AND allows for good variety and a large amount of legal stages.
THIS I can say I might actually like! Now that's it's drawn out a bit more, what do folks think? Please try to poke as many holes in this as you can, or better yet find a simpler way to write it so if could be explained in a ruleset. Maybe this could be tried out. Seriously @
Volt-Ikazuchi
you just gave me good inspiration there!
Name thought up of for it that probably sucks but will allow it to be easily discussed for now? The Comparison Stage Selection System. (CSSS)