You can like or dislike something but understand that entertainment has little use in regards to competative games.
The competative player wants consistency. They want determinable outcomes.
You seem to be misinterpreting what players want. Players want consistency in their own actions, not in the opponents actions. If they wanted consistency in the opponents actions they would play level 1 bots or practice mode. You want the game to be a challenge at all steps of the game not only on the first hit of the game. Consistency is achieved by having full control of your character and losing control of your character for an amount of time dictated solely by your opponents muscle memory is not consistent.
And no, combos are not always the same. This is a misconception by those who don't play or watch these sorts of games. Generally a well designed charecter will opt for one of several combos, one that builds meter (smash doesn't have this), one that does the most damage, wheather to go for a combo that is intentionally dropped to lead into another combo (melee has this) and one that leaves them with the best possible stage position (smash has this). It should be up to the player who made the proper guess to decide which of these to go to. There is still a lot of variance in a stricter system.
You seem to confuse Smash with other fighting games. Has an IC grabbed you before? Do you see him doing different chain grabs when he grabs? He will always
know and use the one he knows is most effective wherever he grabbed you. Has a Falco grabbed you at sub 20%? He will always know just how far to regrab you in order to get you exactly where he wants you to DAir you at the end of the combo. Fact is when combos have a set knockback you will always be able to memorize what the best situation is and since there is no variable in the equation then you can always perform the same exact combo.
If the opponent had no say in your combo then every single time you hit Mario at 15-30% with your Utilt you should be able to do the exact same combo on him, every single time. You could also do this combo to all characters around Marios weight, every single one of them, once the character gets too heavy or too light, you find a new combo to perform to them. Pretty soon you will know the best possible combo for each weight and % there is. The way to avoid this would be making the moves not combo at all (giving them higher knockback so you can't combo out of them or giving them bigger end hitlag), but then how would this be better than allowing you to continue a combo through outsmarting?
Except they don't. Who told you they do? Did someone tell you Blazblue was still popular?
Ok, so if you get hit in a popular fighting game nowadays does it always lead into a combo and does the opposing player just wait for you to finish your combo?
He does stand to come out in a loss though. Do you play or even watch these games? A dropped combo can mean a huge difference. It means you're left with bad stage position. It means a situation that would have put you in the lead you are now left behind.
He can stop chasing at any moment he desires he does not have to go into a bad position, in fact if you decide to just let your opponent leave
nothing happens to you. The system does not create any negative situation for you at all, it is up to you to decide that, not the same can be said for your opponent.
The 2nd half of this is completely incomprehensible. But I'll respond to the first.
No it wouldn't. there's no reason you couldn't have the numbers work correctly without this happening.
Let me try and explain it to you then.
If a certain move combos into something else and you didn't want it to, you would then "change the numbers." The player would then find a new move to combo from or into. This process of changing and adapting would go on until no move would combo at all or until each move could only combo into the specific moves that you as a designer saw fit for it to combo into (thus limiting the player to game integrated combos and not dynamically created ones). After this process is finished the player would memorize every weight/% possibility and every combo available and he would always execute the combo that he had to at the moment that he had to.
Basically it would lead into an if statement - Can I combo out of this? Then do it. There would be no reason
not to combo and
nothing avoiding you to combo, what this means is that in order to avoid 0-Death combos you would mandatory have to put a stop to these combos at some moment and this would have to be by having abilities that don't combo at all, which is not what you want right?
This is because if any move was able to combo then that would be the move you would always use. Your opponent cannot react, so there is no dynamic element (for that specific weight and damage % which you memorized) so you will always do that one move that can combo, without any exceptions, so as soon as you hit that one move, you already know the next move that can combo at this new % because you have practiced it and there are 0 dynamic elements, then the next move that can combo at this new % until your opponent's death is achieved.
In order to avoid these 0-death combos you would most certainly need to have 0 abilities that can combo or abilities that combo into other
specific abilities, (that way you can design when exactly the combo would end) but this would take away your options too leaving you with bland game integrated combos which you can't even mix up which in turn would mean that every character would play like Brawl ICs (if you connect a grab it is up to your hours in practice mode to decide what happens, but in this case it would be many moves and not just a grab).
I'm not taking options away, I'm taking away a system that strips players of options by adding an arbitrary guessing game.
Look, you are taking away the option of the defending player to defend himself. You seem to believe you are giving more options to the attacking player when in fact you
aren't. When things aren't dynamical you will always choose the best outcome, always, you have no reason to choose differently.
The only valid point would be stage positioning, but that could just be added to the list of weight and %. Players would just memorize every position, weight and % in the game and every time they are at that current position and x character has y% of damage then this is the right combo to do. You take away all choice from the attacking player too, there would always be an
optimal solution.
Every single problem has an optimal solution, the thing is, on a problem that doesn't dynamically vary then the optimal solution never varies either, which means it can be memorized and thus can be executed exactly the same every single time.
In a regular fighting game if you knew there was a combo that did the most damage and it was able to be started by your low punch, then every single time you got a low punch you would always go for that combo.
(You might say that the player may want more special bar or w/e but in that case there will also be an optimal combo for building that bar and as soon as you get that low punch you will go for that other combo, there is no variance at all).
There are basically 4 things interacting. Game Physics, Random Events and Both Players. What you want is a system where everything is solely dictated by the Game Physics and the attacking Player. The thing is Game Physics don't vary, the coding won't change so once the situation where GP and AP dictate everything arises, the outcome will always be the optimal (as long as the AP has knowledge of which is the optimal solution)
Edit: By your logic why not have it so that every time you connect a hit with your opponent a menu would show saying: Which combo string do you want to perform out of this move - More damage or more knock back? And then a small cinematic happens showing your character doing flashy moves and then a set amount of damage and knock back is done.
That's how entertaining it would be.