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Ship Selection Phase Idea (Hephaestus Challenge Season 2)

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Skrimskraw:

--- Quote from: Puppy Fur on February 15, 2015, 12:43:54 pm ---

Seems like an interesting idea. Having teams pick ships beforehand with notification of what map they will be on.

--- End quote ---

its the best solution that havent been tried proper yet.
If you want to test it you can most likely get velvet to run this next SCS if it serves as purpose for making a better league.

Kamoba:
I just want to reiterate another reason why it should be kept KISS (Keep It Stupidly Simple.)
Two days ago in a match with mostly random players, the team I was in won, 5-2, at the end of the match the pilot of the enemy spire (in canyon ambush) complained that "We'd have won that had Kamoba not taken a F****ing metamidion." I was flying a gatling Artemis...

Imposing rules means opening rules up to interpretation, some people call any pyra with armour damage and hull damage a meta, though most others see Gat Mortar as the meta...

My point being, as people start saying this rule is against "the metamidion" they mean different things, so if the rules proposal is changed to account for the players who want pyra and the players who don't want meta, the meta is anything which works effectively together, and thus more complaints that the rules don't account for X.

However if you keep it simple: Competitive teams -have- been practicing counter builds to gat mortar pyra's, using these builds in live competitive matches, then you will soon notice the "meta problem" will be less apparent than it "has been"


Having people pick ships before hand? It removes the "lobby.counter game." But adds psychological play for the pilots in their choices.. "Okay I'm against Bob on Dunes, he will likely pick a mobula, so I cant take my lumber spire.. But I can take my lumberfish..." It is not a bad idea and not too complex to referee and implement. :)

Ayetach:
Puppy Fur,

Is the purpose of this idea to simply diversify the ship selections from what the last HC had? If so does this contribute to the core function of this competition? Or is the aim focused on something specific? Is it based on performance of players? Is it based on teamwork focus? or tanacity of handling circumstances that would be out of the control of the players?

I could go off the extreme end and say a randomizer would select ships for each crew if player performance wasn`t the focus, but if we`re looking to have a competition where a compilation of player contributed and team contributed performance is involved then its a matter picking what each team wants to perform best with and that would require providing them the freedom to choose what works for them.

Knowing the purpose of this competition on the core level will ultimately dictate how to best address these various ideas, and I would venture to guess that this will be a competition of player and team performance that requires the best utilization of all the options available.

Puppy Fur:

--- Quote from: Kamoba on February 15, 2015, 01:02:13 pm ---I just want to reiterate another reason why it should be kept KISS (Keep It Stupidly Simple.)
Two days ago in a match with mostly random players, the team I was in won, 5-2, at the end of the match the pilot of the enemy spire (in canyon ambush) complained that "We'd have won that had Kamoba not taken a F****ing metamidion." I was flying a gatling Artemis...

Imposing rules means opening rules up to interpretation, some people call any pyra with armour damage and hull damage a meta, though most others see Gat Mortar as the meta...

My point being, as people start saying this rule is against "the metamidion" they mean different things, so if the rules proposal is changed to account for the players who want pyra and the players who don't want meta, the meta is anything which works effectively together, and thus more complaints that the rules don't account for X.

However if you keep it simple: Competitive teams -have- been practicing counter builds to gat mortar pyra's, using these builds in live competitive matches, then you will soon notice the "meta problem" will be less apparent than it "has been"


Having people pick ships before hand? It removes the "lobby.counter game." But adds psychological play for the pilots in their choices.. "Okay I'm against Bob on Dunes, he will likely pick a mobula, so I cant take my lumber spire.. But I can take my lumberfish..." It is not a bad idea and not too complex to referee and implement. :)

--- End quote ---

If people seem to think the idea is ok I'm up for it. My main concern is not having the "lobby counter game".

Would this idea lock weapons on send in as well? Or would weapons be changed during the lobby portion? (I'm leaning toward weapons being like the ships).


--- Quote from: Ayetach on February 15, 2015, 01:05:30 pm ---Puppy Fur,

Is the purpose of this idea to simply diversify the ship selections from what the last HC had? If so does this contribute to the core function of this competition? Or is the aim focused on something specific? Is it based on performance of players? Is it based on teamwork focus? or tanacity of handling circumstances that would be out of the control of the players?

I could go off the extreme end and say a randomizer would select ships for each crew if player performance wasn`t the focus, but if we`re looking to have a competition where a compilation of player contributed and team contributed performance is involved then its a matter picking what each team wants to perform best with and that would require providing them the freedom to choose what works for them.

Knowing the purpose of this competition on the core level will ultimately dictate how to best address these various ideas, and I would venture to guess that this will be a competition of player and team performance that requires the best utilization of all the options available.

--- End quote ---

I'm mostly trying to find a way around the "lobby counter game". I feel that it isn't organized or fun to play in.

Kamoba:
Locking in weapons may be a bit too much (imo, sometimes weapon tweaks are just too vital to lock in based on assumptions, but locking the ship still lets teams pick ships based on tactics...

However I do want to point out one situation that happened in the SCS I took part in... TT (my team) against Centurions in the final, two rounds at a Tie, only way we'd have won would have been a 5-0 victory, but the centurions having the ability to choose their ships meant they were able to take a galleon, and it was that tactical ship choice that denied our team the 5th kill and fave Centurions a well deserved win, locking ships before hand still has its draw backs :(

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