Main > General Discussion
Ship Selection Phase Idea (Hephaestus Challenge Season 2)
Puppy Fur:
--- Quote from: Dementio on February 15, 2015, 03:19:32 pm ---
--- 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.
--- End quote ---
Currently, it's just switching ships and weapons up until the last second. Hopefully, there is a different way of doing things.
Dementio:
As long as it isn't an unexpected last second switch, I am ok with this.
Yes, there are different ways, but only one has been tested in a test SCS, the picking system, and it hasn't been implemented in the SCS. If you want to get feedback from experience you should start competitive matches with various different systems of ship/weapon picking and see what the actual results are.
BlackenedPies:
The big problem I see with this suggestion is that it bans ships. There aren't enough ships to choose from and it would be complicated to ban specific loadouts.
My idea is have each side bring a ship into the lobby. Give each team a one time hidden option to switch. Each team sends a message to the ref for what they will switch to. This way the teams don't know what the other will do. After the optional switch the match starts.
Sure there would be deception and frustration, but also strategy.
Dutch Vanya:
Maybe the squid/spire buffs and slight pyra nerf will be enough for ship banning to be pointless.
Urz:
Those who cannot remember the past are doomed to repeat it. The format was divisive at the time and the scrimmages never happened, partially because I was a competitor and focused on playing in other events.
The first event I did actually organize, Sky Tournament (May 2013), had a much simpler ruleset involving a blind pick. Each team captain would submit their ship builds to a website prior to the match, and the builds would be validated by the lobby ref. In subsequent games the winner of the previous was locked to their build. The Sky Tournament went smoothly, but most teams didn't care enough about counterpicking to warrant the additional complexity and hassle. Based on the feedback in this thread, it seems that is still the majority opinion.
I would recommend, if you wish to pursue an advanced counterpicking ruleset, would be to do as I proposed in that original thread. Find interested teams and run a weekly scrimmage for a while to test the gameplay implications and gauge community reaction, rather than suggesting its immediate use in a major competition.
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