Life
Smash Hero
Tesh, I'll get to you in a second. I just wanted to post this...
[collapse="Incom Ruleset 0.5"]The Incom Ruleset
ORIGINAL INTRO (BASED ON UNITY 1.0):
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RULES OF CONDUCT: These are pretty much copy-and-paste of Unity, with a few mostly-cosmetic edits.
1. BYOC (Bring your own controller): Players are expected to bring their own controller and be prepared for every tournament set.
2. Pause can be requested off and that request cannot be denied. If one pauses mid-match, they immediately forfeit that game, unless some sort of temporary emergency occurred.
3. Players who use the Wii Remote must take the batteries out of the Wii Remote when not playing. If the Wii Remote is still synced up to a Wii with the batteries in, you could unintentionally disrupt a match. If problems persist, a DQ may happen.
4. You are responsible for your property. Any malfunctions or errors that occur are your responsibility (including battery issues with a Wii Remote), so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. Both parties need to agree if a match is to be paused or restarted because of these problems.
5. Intentional forfeiting, match fixing, splitting, and any other forms of bracket manipulation are not allowed and punishable by the TO.
6. No substitutions are allowed for singles or doubles.
7. Coaching is allowed only between games, not during. Failure to adhere to this will lead to punishment at the TO's discretion, which could include the removal from the venue.
8. DQ Rule: Arriving too late for a match will result in a DQ. Player(s) who arrive ten or more minutes late to their match lose the set.
9. The tournament organizer has the right to save/record any tournament match if possible and has the right to upload said match.
Regarding textures and other game hacks:
1. Players may request that any texture, stage, or other hacks be disabled during a tournament set. If this is unable to be done, they may switch to a different setup if available.
2. Do not use any texture hacks that may disrupt gameplay; for example, making a particularly distracting Final Destination background.
3. Players are not allowed to use any game altering hacks, such as no-tripping or model hacks. If someone is caught setting up a system they brought with such hacks enabled can face punishment at the TO's discretion.
4. Disrupting your opponent physically or intending to disrupt their play (through something such as screaming in a player's ear or manipulating another player's controller) will result in a warning. Repeated action will result in disqualification from the tournament and possibly ejection from the venue. Observers who physically disrupt players are to be dealt with as the Tournament Organiser sees fit. Disqualification is recommended if possible, and ejection from the venue is also a punishment.
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SET PROCEDURE: Ah, yes. The hybrid striking system. My own creation.
Players select characters for Game 1. A double-blind pick may be requested. If a double-blind is requested, characters are revealed before striking stages.
Players determine who strikes stages first. If players cannot come to an agreement on their own, rock-paper-scissors is recommended, but other methods such as a coin flip or GnW hammer battle are also acceptable. The winner may choose to select their controller port first or strike stages first.
The legal stagelist is as follows:
Battlefield
Yoshi's Island
Smashville
Lylat Cruise
Pokémon Stadium
Final Destination
Castle Siege
Delfino Plaza
Halberd
Frigate Orpheon
Brinstar
Rainbow Cruise
Pokémon Stadium 2
Jungle Japes
Norfair
Green Greens
Distant Planet
Luigi's Mansion
Pirate Ship
Port Town Aero Dive
Yoshi's Island (Melee)
(21 total stages. If a stage not on this list is to be tested, add it alongside Pictochat to maintain an odd number.)
It is recommended that pencil and paper be kept near each setup to record stage striking.
In a regular bracket match, players strike four stages each, in a 1-2-2-1-1-2-2-1 fashion. In a "finals" match, players strike three stages each, in a 1-2-1-2-2-1 fashion.
Players then select their counterpicks for the set. In a best-of-seven "regular" set, each player selects three counterpicks. In a best-of-thirteen "finals" set, each player selects six counterpicks. Each player uses these as their "counterpick pool" for the match.
Players strike the remaining stages (in the same alternating fashion used above) until one remains. Game 1 is played on this stage.
For games 2 and on, the loser may pick from any stage in his counterpick pool. Then, either player may choose to redo character selection.
Continue playing until the winner of the set emerges.
Dave's Stupid Rule: variation. A player that wins on their counterpick has the stage they played on eliminated from their counterpick pool.
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IN-GAME RULES:
1. 1 Stock
2. 3 Minute Timer
3. Items: Food is turned on. All other items are turned off. Frequency is set to medium.
4. All other settings should remain on their defaults.
OUT-OF-GAME RULES:
1. Extending Meta Knight's Dimensional Cape is banned.
2. The tournament should be run in a double-elimination format. Loser's Finals, Winner's Finals, and the Grand Finals should be best-of-thirteen. All other bracket sets should be best-of-7.
3. Forms of stalling not explicitly banned in this ruleset are NOT banned. This is because those forms of stalling involve constant activity. Since stock leads are impossible under this ruleset, and food is present to negate percent leads, stalling out a match while maintaining a lead is nearly impossible.
4. Actions which make the game unplayable (freezing the game, making a character invisible, etc.) results in a game loss for the player who makes the game unplayable.
5. If a game goes to time, the player with a greater remaining precentage wins. If percentage is tied, see Rule #7.
6. In case of a suicide KO, honor the game's result unless it results in sudden death.
7. If the game goes to sudden death, either through a suicide KO or through a timeout in which both players were tied in percentage, play a rematch on the same stage, using the same rules except that each player begins with a 100% handicap. If this game ends the same way, move up to a 200% handicap and reduce the timer to two minutes. If THAT game goes to time, either player may choose to forfeit the set to the other. If neither does, both are DQ'd and their place in the bracket becomes a bye.
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EXTRA:
1. TOs should follow any rules required by the venue, such as not allowing outside food and drink.
2. It is recommended that TOs disallow alcohol, tobacco, and the like inside the venue if the venue doesn't ban them already. Remember that some of your players are probably under eighteen and may not be allowed to use or possess these substances.
3. To all involved: go to tournaments at your own risk. You are solely responsible for making sure your property is not lost or stolen.[/collapse]
DUN DUN DUUUUUUUUUUUUUUUUUUUUUUUN
Basically I just collected all my pet rules and ideas and consolidated them into one ruleset. Needs proofreading. Did I miss anything important?
Point of interest: the sudden death rule is really wierd. Basically, if players reach the last clause of that rule, they can't possibly NOT be trying to delay the tournament and therefore one of them had better step aside. Double-negatives aside, I'm taking suggestions on improvement on that. Also, thoughts on stalling?
EDIT for Tesh:
[collapse="Incom Ruleset 0.5"]The Incom Ruleset
ORIGINAL INTRO (BASED ON UNITY 1.0):
Greetings, fellow Smashboarders. I'm Incom, a relatively inexperienced player (if not exactly by choice) but more importantly a much stronger Brawl rules theorist. Inspired by my fellows from the stage discussion boards, from whom I draw much of my knowledge (and also proofreading), I'd like to present a ruleset.
When the BBR-Ruleset Committee (hereafter BRC) was first announced, we met it with rather varied reactions. Some of us were excited that a ruleset could actually be enforced. But then I looked at the rules as they stood. I won't speak for the others, but I for one was not amused. All the hard work we had put in, all the logic that nobody could refute, all the people we had convinced (of which I am one), but more importantly, all the work the BBR (which is unrelated to the BRC despite BBR being in the latter's name) had put into THREE official rulesets was officially down the drain. Several stages which were permissible under BBR rules were suddenly illegal in BRC rules, with no obvious logic to their inclusion or exclusion (notably Jungle Japes being banned but Pictochat being legal). I tried to look to the bright side--at least PS2 made the cut--but I couldn't shake the fact that five people selected because they were tournament organizers (though the organization has admitted more since) had just overruled dozens who had been selected due to game knowledge, without a shred of logic explaining why.
After a while, I realized that simply arguing about it was not going to earn myself or my open-stage colleagues any respect or progress. Ever tried to push down a wall? It's not easy. So I quieted down for a while, still making comments where I could, and all the while staring at that thread and wondering what I could do.
Recently, the BRC finally released the full Unity Ruleset. To their credit, they didn't do so bad a job--one or two clauses they've newly suggested are here as well.
Except that stagelist. It had not changed.
Yes, five starters, including the infamous Battlefield/Smashville/Final Destination combination. Yes, Pictochat still legal over Jungle Japes. Yes, both Brinstar and Rainbow Cruise with only one stage ban, despite FD being included in the starters--as I understand it--primarily to counterbalance MK. No mention of the likes of Norfair or Port Town Aero Dive or Distant Planet, despite those being fine counterpick stages.
I realized that if we were going to argue over stages, we might as well argue over rules as well.
Again, the BRC didn't do terribly here.
But I think we can do better.
And so, inspired by like-minded members, I present to Smash World Forums a ruleset. Crafted with an ideal in mind: that through careful management of the rules of engagement, we can create a more varied, more competitive Brawl.
EDIT FOR UNITY RULESET 1.1: Pictochat is banned. This I am okay with, but stages like Jungle Japes and Norfair were again ignored. I receive assurance from newer BRC members that "some" issues the stage boards tend to harp about are being discussed. I still worry. A few other changes went through as well, but they were harmless.
When the BBR-Ruleset Committee (hereafter BRC) was first announced, we met it with rather varied reactions. Some of us were excited that a ruleset could actually be enforced. But then I looked at the rules as they stood. I won't speak for the others, but I for one was not amused. All the hard work we had put in, all the logic that nobody could refute, all the people we had convinced (of which I am one), but more importantly, all the work the BBR (which is unrelated to the BRC despite BBR being in the latter's name) had put into THREE official rulesets was officially down the drain. Several stages which were permissible under BBR rules were suddenly illegal in BRC rules, with no obvious logic to their inclusion or exclusion (notably Jungle Japes being banned but Pictochat being legal). I tried to look to the bright side--at least PS2 made the cut--but I couldn't shake the fact that five people selected because they were tournament organizers (though the organization has admitted more since) had just overruled dozens who had been selected due to game knowledge, without a shred of logic explaining why.
After a while, I realized that simply arguing about it was not going to earn myself or my open-stage colleagues any respect or progress. Ever tried to push down a wall? It's not easy. So I quieted down for a while, still making comments where I could, and all the while staring at that thread and wondering what I could do.
Recently, the BRC finally released the full Unity Ruleset. To their credit, they didn't do so bad a job--one or two clauses they've newly suggested are here as well.
Except that stagelist. It had not changed.
Yes, five starters, including the infamous Battlefield/Smashville/Final Destination combination. Yes, Pictochat still legal over Jungle Japes. Yes, both Brinstar and Rainbow Cruise with only one stage ban, despite FD being included in the starters--as I understand it--primarily to counterbalance MK. No mention of the likes of Norfair or Port Town Aero Dive or Distant Planet, despite those being fine counterpick stages.
I realized that if we were going to argue over stages, we might as well argue over rules as well.
Again, the BRC didn't do terribly here.
But I think we can do better.
And so, inspired by like-minded members, I present to Smash World Forums a ruleset. Crafted with an ideal in mind: that through careful management of the rules of engagement, we can create a more varied, more competitive Brawl.
EDIT FOR UNITY RULESET 1.1: Pictochat is banned. This I am okay with, but stages like Jungle Japes and Norfair were again ignored. I receive assurance from newer BRC members that "some" issues the stage boards tend to harp about are being discussed. I still worry. A few other changes went through as well, but they were harmless.
--------------------------------------------------------
RULES OF CONDUCT: These are pretty much copy-and-paste of Unity, with a few mostly-cosmetic edits.
1. BYOC (Bring your own controller): Players are expected to bring their own controller and be prepared for every tournament set.
2. Pause can be requested off and that request cannot be denied. If one pauses mid-match, they immediately forfeit that game, unless some sort of temporary emergency occurred.
3. Players who use the Wii Remote must take the batteries out of the Wii Remote when not playing. If the Wii Remote is still synced up to a Wii with the batteries in, you could unintentionally disrupt a match. If problems persist, a DQ may happen.
4. You are responsible for your property. Any malfunctions or errors that occur are your responsibility (including battery issues with a Wii Remote), so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. Both parties need to agree if a match is to be paused or restarted because of these problems.
5. Intentional forfeiting, match fixing, splitting, and any other forms of bracket manipulation are not allowed and punishable by the TO.
6. No substitutions are allowed for singles or doubles.
7. Coaching is allowed only between games, not during. Failure to adhere to this will lead to punishment at the TO's discretion, which could include the removal from the venue.
8. DQ Rule: Arriving too late for a match will result in a DQ. Player(s) who arrive ten or more minutes late to their match lose the set.
9. The tournament organizer has the right to save/record any tournament match if possible and has the right to upload said match.
Regarding textures and other game hacks:
1. Players may request that any texture, stage, or other hacks be disabled during a tournament set. If this is unable to be done, they may switch to a different setup if available.
2. Do not use any texture hacks that may disrupt gameplay; for example, making a particularly distracting Final Destination background.
3. Players are not allowed to use any game altering hacks, such as no-tripping or model hacks. If someone is caught setting up a system they brought with such hacks enabled can face punishment at the TO's discretion.
4. Disrupting your opponent physically or intending to disrupt their play (through something such as screaming in a player's ear or manipulating another player's controller) will result in a warning. Repeated action will result in disqualification from the tournament and possibly ejection from the venue. Observers who physically disrupt players are to be dealt with as the Tournament Organiser sees fit. Disqualification is recommended if possible, and ejection from the venue is also a punishment.
--------------------------------------------------------
SET PROCEDURE: Ah, yes. The hybrid striking system. My own creation.
Players select characters for Game 1. A double-blind pick may be requested. If a double-blind is requested, characters are revealed before striking stages.
Players determine who strikes stages first. If players cannot come to an agreement on their own, rock-paper-scissors is recommended, but other methods such as a coin flip or GnW hammer battle are also acceptable. The winner may choose to select their controller port first or strike stages first.
The legal stagelist is as follows:
Battlefield
Yoshi's Island
Smashville
Lylat Cruise
Pokémon Stadium
Final Destination
Castle Siege
Delfino Plaza
Halberd
Frigate Orpheon
Brinstar
Rainbow Cruise
Pokémon Stadium 2
Jungle Japes
Norfair
Green Greens
Distant Planet
Luigi's Mansion
Pirate Ship
Port Town Aero Dive
Yoshi's Island (Melee)
(21 total stages. If a stage not on this list is to be tested, add it alongside Pictochat to maintain an odd number.)
It is recommended that pencil and paper be kept near each setup to record stage striking.
In a regular bracket match, players strike four stages each, in a 1-2-2-1-1-2-2-1 fashion. In a "finals" match, players strike three stages each, in a 1-2-1-2-2-1 fashion.
Players then select their counterpicks for the set. In a best-of-seven "regular" set, each player selects three counterpicks. In a best-of-thirteen "finals" set, each player selects six counterpicks. Each player uses these as their "counterpick pool" for the match.
Players strike the remaining stages (in the same alternating fashion used above) until one remains. Game 1 is played on this stage.
For games 2 and on, the loser may pick from any stage in his counterpick pool. Then, either player may choose to redo character selection.
Continue playing until the winner of the set emerges.
Dave's Stupid Rule: variation. A player that wins on their counterpick has the stage they played on eliminated from their counterpick pool.
--------------------------------------------------------
IN-GAME RULES:
1. 1 Stock
2. 3 Minute Timer
3. Items: Food is turned on. All other items are turned off. Frequency is set to medium.
4. All other settings should remain on their defaults.
OUT-OF-GAME RULES:
1. Extending Meta Knight's Dimensional Cape is banned.
2. The tournament should be run in a double-elimination format. Loser's Finals, Winner's Finals, and the Grand Finals should be best-of-thirteen. All other bracket sets should be best-of-7.
3. Forms of stalling not explicitly banned in this ruleset are NOT banned. This is because those forms of stalling involve constant activity. Since stock leads are impossible under this ruleset, and food is present to negate percent leads, stalling out a match while maintaining a lead is nearly impossible.
4. Actions which make the game unplayable (freezing the game, making a character invisible, etc.) results in a game loss for the player who makes the game unplayable.
5. If a game goes to time, the player with a greater remaining precentage wins. If percentage is tied, see Rule #7.
6. In case of a suicide KO, honor the game's result unless it results in sudden death.
7. If the game goes to sudden death, either through a suicide KO or through a timeout in which both players were tied in percentage, play a rematch on the same stage, using the same rules except that each player begins with a 100% handicap. If this game ends the same way, move up to a 200% handicap and reduce the timer to two minutes. If THAT game goes to time, either player may choose to forfeit the set to the other. If neither does, both are DQ'd and their place in the bracket becomes a bye.
--------------------------------------------------------
EXTRA:
1. TOs should follow any rules required by the venue, such as not allowing outside food and drink.
2. It is recommended that TOs disallow alcohol, tobacco, and the like inside the venue if the venue doesn't ban them already. Remember that some of your players are probably under eighteen and may not be allowed to use or possess these substances.
3. To all involved: go to tournaments at your own risk. You are solely responsible for making sure your property is not lost or stolen.[/collapse]
DUN DUN DUUUUUUUUUUUUUUUUUUUUUUUN
Basically I just collected all my pet rules and ideas and consolidated them into one ruleset. Needs proofreading. Did I miss anything important?
Point of interest: the sudden death rule is really wierd. Basically, if players reach the last clause of that rule, they can't possibly NOT be trying to delay the tournament and therefore one of them had better step aside. Double-negatives aside, I'm taking suggestions on improvement on that. Also, thoughts on stalling?
EDIT for Tesh:
Under the main part of the stage? No character should have trouble recovering from farther than the left side where the croc appears. Drop under, DJ, attack, land in water, go to left ledge, repeat. Shouldn't be too bad. I must be missing something. Also, LGL?Random doesn't matter, people feel that the croc is too strong of a hazard. Though I feel the fact that its extremely predictable, easily SDIed makes it a minor issue. The water adds an interesting element to an otherwise boringly symmetric stage. Characters with poor recoveries can avoid an edgeguarding situation with an otherwise useless tactic (fast fall airdodge).
I have seen a DK up b under the main part of the stage over and over, but its not something he would be able to do against characters like MK. Some characters would only be able to hit him by sealing their own fates. Its funny how similar that situation would be to the homing attack stall debate. Its only viable on 1 stage and vs certain characters, so perhaps fd should be banned if japes is banned. We can't ban the repeated use of a B move as stalling right?
InCom, BSP, Espy, help me out here. Perhaps we have something?