Honestly, I don't see the point in this endeavour. It's cool if we want to discuss our own ideal ruleset as a project, but if we want it to be adopted... we're going to have to do something special. There's no reason for anyone to take a ruleset out of here over Unity, just because they've already got momentum and power.
I think our efforts are best put into creating a good ruleset (as good as possible anyways) with one-stock Food...
If we can flesh out a decent ruleset together, maybe it will at least get picked up for side events and people can at least try it out. There is always hope that people could like it MORE.
Siiiiiiiiiiiiiiiiiiiiiiiiiiiigh.
There's a reason people are calling it the Disunity Ruleset already.
If we're going to push for alterations to the Unity Ruleset, we need to come together on a few things:
1. Japes. Obvious what to do here, but still.
2. Picto. IDC about Picto, personally.
3. The starter list. Do we get PS1/PS2/whatever over FD? Do we add the two stages to make it seven? Could we get away with adding CS/Delf and pushing for nine?
4. Norfair. Go for it, or no?
5. LGL. WE NEED TO SOLVE THIS GUYS.
6. Other stages. Do we push for them? If so, when?
7. Is there anything else I missed?
If we're going to write our own ruleset to compete with Unity, shouldn't we work to differentiate it from Unity? Otherwise, what would be the point? We'd basically just be rewriting Unity, and there's no real reason to not use Unity if they're so similar. No change.
But if it's suffiicently different from Unity, then people who have problems with Unity as it exists currently could get behind it (and this is why Raz is so important). Then either the Unity set has to move our way to pick up our set's support (mission accomplished) or the Unity set will go the way of 3.1 leaving ours as the remaining authoritative one (MISSION DOUBLE ACCOMPLISHED--or is it? Would restrictive-types try something like this if ours becomes standard?).
But if it's TOO different, the community will rally to Unity because there'd be too many perceived (if not actual) problems with ours. No change.
There's a sweetspot this set would have to hit. IMO it's about here:
1. Add Japes. (Obviously.)
2. Ban Picto. (Again, I'm personally neutral, but we're trying to be different and appeal to Unity's problems.)
3. PS1 and PS2 for starters.
4. Yes to Norfair. (Differentiation, plus MLG had it and GGs)
5. Leave LGL the way Unity has it, maybe plus-or-minus a little. (There's really no good answer...)
6. Not immediately. (Next-best stage after Norfair is what, Greens? DP? PTAD? The first is the only really viable one at this time, because MLG had it)
7. How about a handicap in Sudden Death rounds, to speed the process? Maybe 60-100%.
Got it?
Don't worry about Unity at all InCom. This isn't about being strikingly different from Unity or being opposed to it. If we all want this to be a good ruleset, we should build it up sensibly and make it effective. There is nothing wrong with keeping a 300% stalling rule for infinites (kind of pointless for 1 stock matches though) or other obviously top notch common sense rules. I don't want Norfair in for the sole purpose of being different from Unity.
Basic ideas:
1 stock matches
Food level medium (?)
Bo9 sets standard with Bo13 or 15 for Semi Final and up.
DSR STAYS
If we have a liberal stagelist, I think DSR should be kept. The point being that I STILL don't want to see MK counterpicking RC/Brinstar 4 times in a 9 match set. With DSR on, It requires more stage knowledge and more diversity to be able to hold an advantage. Even if you go MK for a Bo9 set, if you have to CP 4 times, you would need 5 CPs (one for your opponent to ban and 4 to play on). So Brinstar, RC, Delfino, Frigate etc. would all be needed to pull out the win. Not just Brinstar/RC. You eventually have to CP slight advantages to take the set or switch characters to keep CPing massive ones.
This could also help keep strongest possible advantages from influencing the set too greatly, such as Olimar on Yi:M, or DDD on Green Greens etc.
Handicap 10% standard.
This is to stop people that might attempt to "camp from the get go" since the timer will be short. Pushing stage control from the start is essential. It would take 1 or 2 food spawns to bring yourself back down to 0 if you want to go attempt ledge stalling after that, your opponent doesn't have to kill you, just damage you a little with his safest moves to bring you above 0 while he heals.
3 Minute Timer
I don't mind timeouts, but 3 minutes should do fine for most stages and matchups.
All infinites and chaingrabs legal
Until we can accurate rate all matchups and then decide how bad is too bad, we should not me removing infinites and chaingrabs to make matchups easier. They aren't the only things that make a matchup bad. Just as you could turn Marth:Ness from 70:30 to 55:45(?) by removing the chaingrab, you could remove Sheik's chain and ftilt and suddenly Ganondorf doesn't do so poorly against her. These things are just as enforceable and just as wrong as removing infinites and chaingrabs.
Stagelist?
7 stage starters (there will be 4+ cps in ever set so I'm not sure how much this matters to me)
SV
BF
Lylat
PS1
PS2
YI:B
Halberd
If 9?
Delfino Plaza
Final Destination (I favor this over CS for my top 9 because it doesn't have the walkoffs or the minor issues of CS
CP only?
Brinstar(Not quite hardcore air imo, some ground games can function fine depending on matchups, MK is the only issue here)
Castle Siege (in my top 10, but I don't know if I favor is over CS for my final ground balance stage)
---11-----This is my start stage cutoff.
CP fo sho
Distant Planet (probably my pick for "starter #12, unfortunately I need a #13 to keep it proper, perhaps Pirate Ship could fill that gap eventually)
YI:M (hardcore ground stage imo, more than FD perhaps, due to the lack of edgeguarding on this stage)
RC (truly air based, there is no avoiding recovery or semi-recovery situations)
Jungle Japes. ( I can get behind this stage for 1/9th of a set perhaps, the super campiness of it is less dynamic than RC, which makes it easier to avoid slip ups though)
Norfair ( I find the stage structure to be VERY risky when there is a mobility gap between characters. Sonic, Wario and MK can all destroy most matchups here and only really have to fight when the lava brings things down to 1 platform (probably only once or twice on a 3 minute timer)
Pirate Ship (not quite sure what to do with this stage, there are some major glitches in controlled areas of the stage. Rudder camping can easily be objectively banned if food, handicap, 1 stock doesnt solve it completely. I don't feel this stage should be banned though.
"Borderlines" I Don't like at all
PTAD (the ledgeless main platform will **** everyone that goes near even with MK imo)
The random way it chooses not to stop at locations is more troublesome than Delfino because there is no way to know ahead of time where it might stop.
Pictochat (the random factor here is too much of a threat competitively imo. I do love watching people get gimped by the face and the line, but its not right for tourney play.)
WaioWare (its in the same boat as picto imo) I enjoy playing on it, but the random factor is a problem.
Everything else is banned. food, handicap, 1 stock can perhaps solve walkoff camping in a complex way, but I feel it degerates the game regardless. Onnet may fit borderline on this ruleset but I would want to keep it out anyway.
An LGL would be purely cosmetic imo. Especially with such a low timer. We could put at at like 50 (which is ridiculously high for a 3 minute timer) and leave it alone, but I still wouldn't want to punish Pit, Samus, ROB etc. for playing a ledge based projectile game if that suits them. They still need to score more hits than their opponent can heal with stage control.
Did I miss anything?