Have some big ideas.
STAGELIST:
I realized something while looking at the list of stages and size.
There are only 15 stages that are generally accepted to be stagelist material.
In order to make a 10 stage list that is mutually agreeable among the most people, its only a matter of removing the 5 least liked stages from the total list.
To reiterate, the stages are:
Yoshi's Story
Green Hill Zone
Smashville
Battlefield
Pokemon Stadium 2
Delfino's Secret
Dreamland
Bowser's Other Castle
Castle Siege
Wario Land
Fountain of Dreams
Final Destination
Yoshi's Island
Distant Planet
Norfair
Alright, first pass is easy. There is redundancy between stage roles. PS2 and DP fill the same niche, as do Norfair and FD. Out of these, DP and Norfair are less popular. Out they go.
Yoshi's Story
Green Hill Zone
Smashville
Battlefield
Pokemon Stadium 2
Delfino's Secret
Dreamland
Bowser's Other Castle
Castle Siege
Wario Land
Fountain of Dreams
Final Destination
Yoshi's Island
Second pass. From the reactions in this thread, Yoshi's Story is disliked for being small, janky, and a tri plat which we already have a number of. Dream land as well is disliked for being too big, janky, and another tri plat. Down to 11 now.
Green Hill Zone
Smashville
Battlefield
Pokemon Stadium 2
Delfino's Secret
Bowser's Other Castle
Castle Siege
Wario Land
Fountain of Dreams
Final Destination
Yoshi's Island
Now at this point things get subjective. Out of these, it seems that Yoshi's Island, Fountain of Dreams, and Castle Siege are the most controversial. So at this point I'm going to base it on the stage data and say that getting rid of Yoshi's Island is the best choice as that leaves us with the stagelist that has been created over the course of the past page or so. This list happens to also have a good distribution of sizes, blastzones, and platforms.
Green Hill Zone
Smashville
Battlefield
Pokemon Stadium 2
Delfino's Secret
Bowser's Other Castle
Castle Siege
Wario Land
Fountain of Dreams
Final Destination
Now its just down to deciding Starters and Counterpicks. Easy stuff, more extreme elements (slants, moving platforms, overly small or large, lack or abundance of platforms) means the stage is counterpick material. 5 most extreme stages become counterpicks. That would be:
Final Destination - (no plats, very big)
Wario Land - (4 plats, very small)
Castle Siege - (middle slant)
Delfino's Secret - (plats rise out of ground, slanted plats)
Fountain of Dreams - (plats rise out of ground)
The remaining 5 are starters:
Green Hill Zone
Smashville
Battlefield
Pokemon Stadium 2
Bowser's Other Castle
This makes me believe that the stagelist we worked towards is truly one of the best and most agreeable possible 10 stage lists we could make.
SET PROCEDURE:
I have noticed there are some issues that could be improved over the current way we handle how sets are played out and bans are done. MDSR becoming less popular is one of them.
A number of others have similarly noticed issues and have come up with an alternative called Full List Stage Strike. In theory, I agree with the principles behind FLSS, but I think the execution creates more issues than it solves. For one, it increases the down time in between matches. Another is the tendency for certain stages to never be played. I misunderstood FLSS. Or did I?
I have devised a new alternative solution based loosely on methods used in some sports like hockey and tennis. The goal of the method is to balance the power of picks and bans between the two players for every set rather than have it be based on who won certain games.
I call it
Kneato's Two Legged Tie (KTLT).
The method is:
Bo3's
1: Play Rock Paper Scissors
2: Winner bans stages (2 for 10 stage list)
3: Loser chooses stage
4: Play match
5: Loser of RPS from step 1 now bans stages
6: Winner of RPS chooses stage
7: Play match
8: If neither player has 2 wins yet, begin stage striking from starters
9: Loser of RPS strikes 1 stage
10: Winner of RPS strikes 2 stages
11: Loser of RPS strikes 1 stage
12: Play final match on remaining stage
Bo5's
1: Play Rock Paper Scissors
2: Winner bans stages (2 for 10 stage list)
3: Loser chooses stage
4: Play match
5: Loser of RPS from step 1 now bans stages
6: Winner of RPS chooses stage
7: Play match
8: Loser of RPS bans stages
9: Winner of RPS chooses stage but cannot select the stage chosen in step 6
10: Play match
11: Winner of RPS bans stages
12: Loser of RPS chooses stage but cannot select the stage chosen in step 3
10: Play match
11: If neither player has 3 wins yet, begin stage striking from starters
12: Loser of RPS strikes 1 stage
13: Winner of RPS strikes 2 stages
14: Loser of RPS strikes 1 stage
15: Play final match on remaining stage
This method has a number of benefits over the classic method.
- Faster. More sets have a higher chance of ending in less games. Statistics and set simulations here:
https://docs.google.com/spreadsheets/d/1YaNN8sztXNGEo5duPLFDVd_KwE6KRYCTFwnCcgpXk00/edit?usp=sharing
- Eliminates variable counterpick power by giving both players an equal number of stages to choose from for each game. No more need for DSR or MDSR.
- Ensures that neither player has an advantage during a tie-breaking game.
- For Bo3 ensures that both players get to play a counterpick stage of their choosing.
- For Bo5 ensures that as the set progresses further (ie players are close in skill) more emphasis is put on player skill by diminishing the advantage of stage counterpick (less and less stages to choose from).
I've written up a document that goes relatively in depth on the topic. Those interested can access it here:
https://docs.google.com/document/d/1QwVeNqLgmiDGhprcDLhIKea5atu8ECkSFX64zEFZDBw/edit
I'd like feedback from people on these ideas, particularly the new set procedure. I plan on starting to run this method and the proposed set list at the monthlies I help host. I'll see how it works in practice over time, but hearing what people theorize could help make improvements in the shorter run.