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Sunday Community Skirmish: New optional blind pick mode
BlackenedPies:
Introduce it for a trial and use feedback to decide if we do it again, possibly by a vote from the captains.
The problem I see is that it may turn off players who get hard countered with no escape and are forced to fight frustrating losing battles. I foresee a lot more safe builds and added stress on the captains.
I think it should be a mutual decision made by players who agree to help balance the system. Instead of deciding on a match-by-match basis, have the teams decide beforehand if they're willing to play all their matches with blind pick.
Richard LeMoon:
Half blind pick.
One ship (the top ship) from each team presets their loadout and is locked to it. The second ship on each team is free to play Hardcounters of Icarus.
ZnC:
--- Quote from: Richard LeMoon on September 01, 2015, 07:27:04 pm ---Half blind pick.
One ship (the top ship) from each team presets their loadout and is locked to it. The second ship on each team is free to play Hardcounters of Icarus.
--- End quote ---
+1, because it's what I said. :3
Doesn't necessarily need to be the top ship though, just make sure everyone knows which pilot is locking their ship.
Omniraptor:
I also like the blind pick idea. The whole practice of quickwsitching in lobby seems so degenerate, do not enjoy it at all. The two-stage blind pick sounds like the best implementation by richard/zanc seems like best idea, I actually would really like to be implemented for normal play.
Ayetach:
Just my two cents:
When I was reading these posts on the picking system for SCS thats trying out (fun to see stuff still be experimented on) it got me thinking.
When players were mentioning a draft system, why not have each team suggest 2 or 3 sets of ships and loadouts to the ref a day before for instance? and during the lobby they can choose to change from their first preferred set to the next but can’t return to the first one again. That way they have flexibility of changing loadouts but will take a chance by moving forward to the second set with a ‘no return’ policy. That way you have a drafting of 2-3 ‘strings’ of ships that teams pick out. Its worth trying that out as well since these ideas are being tested for the SCS
Arguably, you can avoid the counter game and teams will start to specialize in certain sets of ships that is reminiscent of the earlier years of competitive play where clans have their sort of niche setups.
Just a thought and its totally up for contemplation for constructive thinking but where this is going is pretty interesting.
EDIT: So thinking upon this further, it might be easier to keep those strings through an entire SCS setup with the flexibility of reseting the strings back to the first set again for each new game. The down side is that it can be exploitative since teams will know what two sets you're bringing but it will also get teams to focus on sets they will have to use in a dynamic setup of situations.
EDIT 2: A team put as many presets or maybe capped amount to a document and then choose two out of them for each match, that would make sense to reflect different maps. -Lueosi
EDIT 3: Let it be emphasized that these opinions are my own and are not a reflection of Muse as a whole in any way shape or form :)
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