I'm coming into this thread late!
If anyone actually wants to
test any stage, let me know and I'll make it legal at one of my events. My events will be small but one of the reasons I'm holding them is to test this stuff.
I don't see anything wrong with just striking from the full legal list until a stage is mutually agreed on.
The issue with this is that it limits what stages can be available in total.
Think of it this way:
In a hypothetical scenario, let's say that Bowser and Marth both like small stages that let them kill really early.
Let's say that the only stage available to them in all of the legal stages are Wario Ware, Metal Cavern and Yoshi's Story.
Now let's say Jigglypuff and Peach love them some huge stages.
The stages available to them are Dream Land and Kongo Jungle 64.
Let's say these are the only available stages.
In this scenario, Jigglypuff and Peach
always get a bad stage and Bowser/Marth
always get a good stage.
On top of the amount of time this takes, you find that certain characters simply don't have enough good stages for them while others do.
There are similar problems with "you get 3 bans" and "our starters are thee to seven flat/plat stages with very similar sizes and layouts".
The reason the stage striking system was created was so that we can have a wide variety of
initial stages that we can strike from that are
A) unobtrusive
and
B) simple to understand
and
C) different enough from one another where you can't just replace one with another
so that you end up on a stage that is not good or bad, but agreeable for both parties. If this ever does NOT occur, someone has made a mistake with their stage list or the players did not strike properly.
The counter-pick system works by accepting that certain matchups aren't fair. Yes, jigglypuff is good on Brinstar and yes, Marth is bad on brinstar. That's why we pick the stage first then let you choose your character. It rewards diversity and the ability to adapt and allows for the full diversity of smash to exist.
It's possible to arbitrarily limit stages to only a select few, but if that's the case you are arbitrarily choosing which characters have an advantage. This happened in Melee, happened towards the end with Brawl, and with Project M there's no real reason for this to occur.
bubbaking on CPing stage OR character not both said:
Basically, this idea gives a slight advantage to the loser without giving him the chance to make the next match completely one-sided for free.
The issue with this is that it eliminates variety and makes characters that are better on more stages more likely to be chosen and "pocket" characters to be eliminated. If Ike is good, but can't be played on big stages, circumstances could dictate Ike as useless.
What is basically comes down to is do you want Project M to arise
organically or
mechanically?
If mechanically, then you're just picking arbitrarily. You don't have to make sense, go for i t.
If organically, then you need to have legitimate reasons. This can be frustrating and more "grey" then arbitrary rules like "nothing can hurt you on the stage if it is legal" or "no small or big stages".
Life said:
Seriously, by the time this game is finished nearly every stage should be legal (excepting nostalgia bait like Fourside, Corneria, etc). Maybe not all at one tournament, a rotation might be good to keep things shook up, but other than that what's the point of having stages you never use?
^that is correct
The more legal stages you have, the better.
At the end of the day, there's really only a few things you have to ask when it comes to making a stage list:
1) Does it produce random winners, or is it predictable to a good degree? Do we have evidence for this?
2) Does a random event result in potential swings in regards to in-game performance (e.g., hazards)?
3) Does the stage promote strategies that are nigh unbeatable, completely focus on only one or a few aspects of smash (such as teching) and/or focused on running the timer as the dominant strategy?
4) Does a small selection of characters use this stage as an "auto win" and, upon banning, still have a backup?
5) Is this stage so difficult to learn that it should be considered too far removed from core smash to be applicable to the metagame?
#5 could be an example of Brawl's original pictochat. I loved pictochat and it was a good stage, but it was difficult to understand. People still think that the bullets can kill you (they can't unless you DI to your death) or that hazards can spawn on you (they can't, you have a full second to move), or just don't know how the transformations work. It was otherwise a unique and great stage. But regardless of other thoughts, you could make the argument that it was too difficult for the average smasher to learn.
#4 could bring up something like Brinstar in Melee. While other characters could use it effectively, Jigglypuff did phenomenally well there. If you banned Brinstar, you just were taken to Mute City afterwards. Was this fair? That's a legitimate question, you'd just have to prove that Jigglypuff did well in general, not just against certain characters.
#3 could be an example of SSE: Jungle in Project M. I like the stage a lot and currently have it legal, but I could forsee Sonic making this stage hell if he gets a stock lead. Just run the timer from one side to the other, win that way. If that becomes the strategy to beat and it is actually a winning strategy, this stage might need to be removed. "Cave of Life" stages also fall into this category.
#2 "random" is the key word here. Something like Jungle Japes is removed from this because the Klaptrap is on a timer (:07 and :05 for the right and left, respectively, in M); given that it is easy enough to understand it's a non-issue. It's the player's fault for being there or the opponent's benefit for hitting them there. Not a starter, but a CP.
There is RARELY a stage for #2. Something like Fourside could be considered random
#1 is kind of an umbrella for the others. Really this is the only "important" one. At the end of the day, if you play on a stage 100 times and the better player wins 100 times, any complaint about the stage can boil down to "I don't like it and/or don't want to learn it". It's pretty straightforward. Competitive environments need consistent results and if it delivers, any tinkering is just spice.
I repeat: if a stage doesn't result in a worse player beating a better, practiced player, it really has no reason to be banned other than making the game more enjoyable / fair, which is more arbitrary and grey.
1) Should there be stage bans? Why?
Yes. Smash is a game of matchups. If someone plays Ice Climbers and can take me to FD at will, they have gained a huge advantage. The only solution would be to ban FD. You find similar situations with other characters, resulting in a much smaller, more bland stage list.
A simpler solution is the ability to ban a stage.
1-A) If there are stage bans, how do we determine how many bans there are? (ie, dependent on amount of games per set, or amount of stages, etc)
One. No more, no less. A stage ban isn't an attempt to make the opponent play on a stage that is GOOD for you, it's an attempt to make your opponent not take you to a stage that is best for them.
Allowing multiple bans defeats the purpose of counterpicks and improves the performance of characters that are good on certain types of stages.
To clarify, there's only one FD. But there's like a dozen Battlefields. If I can ban your FD but you can't ban all my battlefields, if I have an advantage on battlefield then I just have an advantage. Replace with high ceilings / low ceilings, large/small blastzones, etc., etc.
There will be stages that are really bad for some characters and really good for others. This is GOOD.
1-B) If there aren't stage bans, does this affect the amount of stages that are legal?
There are stage bans. If there weren't, the amount of stages that would be legal would be incredibly small and even then would result in character bias.
2) Should there be a distinction between 'neutral/starter' and 'counterpick' lists? Why? How would a/no distinction affect stage selection ruleset and stage list development?
A no distinction list, as shown above, restricts a stage list to being "even". You're forced to have the same amount of all types of stages so that one type of stage isn't unfairly used. I mean would FD
ever be played in this scenario?
3) If you had to choose, should the stage selection ruleset or stage list be developed first?
The stage list should be "absolutely everything is legal until it is shown to be broken" in any tournament environment.
Given M's unique ability to CHANGE stages, this should be incredibly easy.
If we play on Jungle Japes and record Klap Trap KOs and see that in 23 matches there were a total of 2 klap trap KOs, we can say "oh hey, that isn't an issue at all".
But if we see 10 timeouts, we can say "oh, people found a way to camp on Japes that is highly effective and/or the game can't naturally finish". Rather than saying "ban it" we could then eliminate certain ledges, make the stage slightly smaller, add a ramp between the platforms, make the blast zones closer on the sides, change SOMETHING rather than eliminate it all together.
If you add too many stages as Starters, you run the risk of players being over-saturated with choice. I've witnessed far too many players pine away minutes during the initial striking phase. With the similarities of many the stages, the best idea might be to with a rotation of starters for a tournament series:
Starter Set One:
-Final Destination
-Skyworld
-WarioWare
-Yoshi's Story (Melee)*
-Skyloft
Starter Set Two:
-Smashville
-Fountain of Dreams
-Norfair
-Metal Cavern
-Dracula's Castle
Starter Set Three:
-Pokemon Stadium 2
-Green Hill Zone
-Battlefield
-Dreamland 64*
-Rumble Falls
It would allow your scene to have a changing metagame, and something new to play on every month if you're doing monthlies.
This is a good idea. It could also be done inbetween pools or brackets (odd/even or every next one has a different list, etc.) depending on the environment.