My issue with this system is that it seems to give the winner of a DITTO a big advantage.
Example:
Falcon A beats Falcon B in a close match on, say, FD. Falcon B stays Falcon because the game was close--he's not going to change if he knows Falcon A will **** all his secondaries. Falcon B also chooses YS because he thinks he is Scar he thinks he will be better able to show his skill in the Falcon MU on a smaller stage and FoD is gay to Falcon. Falcon A switches to Marth and ***** Falcon B.
See, while I admit that your system seems just as fair or even more fair than the current system in other examples, in this situation it puts the guessing game on the LOSER. In fact, the loser of a #insert main# ditto better start praying: he can't switch to a secondary himself (or the winner will **** him with #insert main#) and he can't stop the winner from switching to a secondary that is good on whatever stage he picks/good in the #insert main# MU. If the CP system is really set up to allow both players to fully exhibit their skills, then the loser needs the slight edge that the current system gives him. Otherwise, the winner is essentially CPing the loser (which is kinda messed up).
Yeah, I'm glad someone pointed that out. Right after I posted I was like, "wait, I'm pretty sure I screwed over one of the players." lol Looking back, I definitely think I gave too much of an advantage to the winning player... It's frustrating because no matter what we're going to have the possibility of players switching to secondaries to surprise people on cps, but that isn't exactly a common thing with the current rule set anyway.
I guess the next best alternative would be Method 4:
Loser picks char. Winner picks char. Loser picks stage.
I think this does the best job of covering all the bases. Let's say you have Fox dittos game 1. The loser can't switch to Marth expecting to go FD because the winner will KNOW they want to go FD as soon as they pick Marth. However, the winner also can't just cp the loser's character choice because even in bad matchups, the control over stage choice is pretty powerful. Like if you go from Peach dittos to the winner switching to Falcon, Peach can still cp FoD and do work.
So far I really like Bones' char/stage cp swap. One of the best things to be brought up in the thread so far.
Also, a problem people have too is that they feel decisions about banning stages are too subjective. If we do ban them we need to have a concrete method used in determining what stays and goes. This isn't a hardened model by any means but an example based off Cactuar's general reasonings:
Cactuar's 2012 MBR RULESET MODEL (STAGE MUST PASS ALL THE DEFINED CRITERIA):
BANNABLE STAGE CRITERIA:
1) TOP 8-10 SKEW THRESHOLD:
2) KEY VALUE - PLAYER SKILL AND INTELLIGENCE SHOULD HOLD THE MOST SWAY IN WHO WINS (VS STAGE HAZARDS AND COUNTERPICKS)
3) KEY VALUE - CHARACTERS MOST VIABLE/EXPECTED TO WIN/ATTEND TOURNAMENTS (AND THEIR MATCH-UPS) SHOULD BE CONSIDERED WITH HIGHER PRIORITY IN REGULATIONS AND RULESETS REGARDING TOURNAMENTS.
4) KEY VALUE - COMPLETE LACK OF OUTSIDE VARIABLES = FAIREST FORM OF COMPETITION
5) UNFAIR STAGE HAZARD CRITERION: [/COLOR]
6) UNFAIR STAGE GEOGRAPHY CRITERION:[/COLOR]
7) PLATFORM NEUTRALITY: [/COLOR]
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STAGE STRIKE/BAN AND COUNTERPICKING SYSTEM:
(DISCUSS ESPECIALLY WITH BONES0'S IDEA)
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1. What's with the CAPS?
2. Entire Skew Threshold idea is dumb. Matchups should not influence which stages are legal, especially with Melee where matchups between the top 10 characters vary a bunch. Some people will swear Fox vs. Peach is 70-30 while others say it's 50-50, or even in Peach's favor. There is too much bias, opinion, and room for metagame development to base legal stages off of what our puny little brains perceive to be matchups at this point in time.
3. "Player skill and intelligence" is way too vague to mean anything. If you want to base stage bans on stage hazards, just say that.
4. Higher placing characters should be high priority? Completely disagree. Basically goes back to the skew threshold. Matchups should not affect which stages are banned, and even if they did, it certainly shouldn't just be limited to the characters WE have deemed viable at this point in time.
5. "Outside variables" is way too vague. I honestly have no idea what you're even talking about. Again, if you are referencing stage hazards, just say that...
6. Stage hazards point is fine, but I don't think anyone's ever debated that being a point of contention for being a trait that makes stages ban-worthy. The problem arises when you decide how much randomness you allow, and it's too subjective for any sort of objective scale to apply to it.
7. Platform neutrality line just seems pointless; if you have a list of criteria for a ban, you don't need to state that something outside the criteria is not ban-worthy.
Overall, I just don't think we need some uber-formal criteria for banning stages, especially since the 6 stages left have largely been accepted. If anyone ever wants to ban or un-ban a specific cp, we can just debate it on a case-by-case basis.