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Ship Selection Phase Idea (Hephaestus Challenge Season 2)
Ruairi:
If a team knows the map they'll be on... Given that they have had enough time to plan their ships and tactics in advance, they shouldn't need to swap the loadouts they have sent to the event officials because they will be playing the map to their own strengths.
Kamoba:
--- Quote from: Ruairi on February 15, 2015, 01:50:16 pm ---If a team knows the map they'll be on... Given that they have had enough time to plan their ships and tactics in advance, they shouldn't need to swap the loadouts they have sent to the event officials because they will be playing the map to their own strengths.
--- End quote ---
Some peoples strengths are in tactical choices, also lock in the weapons and this will just encourage people to pick the "metamidion" not because it is their own strengths but because it is the "safer" choice.
And if the rule being implemented is to.encourage less use of this one ship and build, locking ship and weapon choice pre-match would do.the opposite.
Ruairi:
As stated before this idea constitutes a blind pick, there is no real safe choice... You have no idea what you may be up against. Hence you observe what map you are on and choose what you are most comfortable with. If that ends up being a metamidion, then so be it. The problem here isn't a metamidion being chosen, but rather being hard countered. By locking ships along with loadouts you will only be bringing ships with loadouts you believe that will be effective on that set map.
Mean Machine:
What about each team picking and locking one ship prior match (without each other knowing what they pick ofc)? And then they can choose whatever they want for second ship once they get in a lobby. So that wouldn't make things too complicated and limited, but still limited enough so there wouldn't be endless ship swapping on both sides and would still require some thinking and strategizing depends on the map and enemy you're facing.
This would equally limit both teams and give them enough freedom (with second choice) to decide if they want to choose a counter to enemy or pick a support to their ally or whatever.
Like people already said, complicating too much might just turn it into a mess and not fun experience, so I think this idea wouldn't limit any teams too much, but enough to think about what they will pick and unable them to freely swap both their ships 10x in lobby.
EDIT:
Also
--- Quote from: Dutch Vanya on February 14, 2015, 05:48:34 pm ---The game is already won in the lobby in most cases, so you might as well make the lobby strategy more interesting. But who cares what a casual scrub thinks.
--- End quote ---
Just curious... Are you related to Cerersbane? If not, you gotta be at least best buddies?
Dementio:
--- Quote from: Puppy Fur on February 15, 2015, 01:10:40 pm ---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.
--- End quote ---
You are suggesting a "lobby counter game" that requires more thinking. If it isn't a blind pick then there will always be a counter game in the lobby, unless a team knows what the other team is used to fly and might just be trying to counter that.
A picking or banning system is less fun than what normally happens.
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