Ok, so these rules will likely be hated by everyone but I thought I would post them up here for discussion anyway since I think they might be a nice idea. I will write down what they are first then put my reasoning for them afterwards.
Ok so nuts right? We've lost random factions and spawn swapping for balance. Well there is a little sense in what I am suggesting so let me explain.
Factions
First off regarding factions, I actually think we are missing something here, I think the current rule set with random factions while being technically more challenging because you need to know how to use them all is actually removing some interesting elements from play. Essentially teams are forced at the moment to practice more generic strategies or techniques because there is no guarantee of getting a favourable faction if you base any strategies on playing that faction. So working out a really good tactic with the rhodoks is useless because you might only get to play them a handful of times throughout a tournament or league.
The other element to this is the lack of character to the teams, you could have teams with good cavalry choosing a good cavalry faction or teams with good rangers choosing a good ranger faction, basically let teams play to their strengths and fight against each other asymmetrically. This is not however the old style rules where you would pick a faction for each map, an individual map gives advantages to different classes and the factions generally do have class advantages (nords infantry, vaegir archers etc...), in this case you need to pick a faction for all the maps played so you need to consider the pros and cons, a faction strong on nord town might be weaker on ruins.
The reliability of knowing what faction you are playing lets teams specialise and offer up some truly unique play styles rather than the current system which encourages teams to spread their tactics and skills thinly to try to cover everything. It would also allow for more meta game elements to come into play, if a particular tactic with a faction becomes common, someone at some point will develop a counter and so on.
No Spawn Switches
Why remove something that makes balancing so easy? A few reasons.
Firstly the addition of symmetrical play in this way introduces the ideas of draws and the clunky tie breaker rules that need to accompany them for knock outs. There is no way to remove these tie breaker rules without first losing the symmetry, in general this doesn't become an issue because draws are pretty rare but I still think it would be nice to remove them completely. A win/loss system is far more satisfying overall and can work in every type of tournament or league.
Second, if you wanted to have faction selection but swapped spawns as well then you have already lost the balance the spawn swapping was originally intended for and you get away from the original intention of letting teams play the factions they want and that suite their style. Effectively removing the spawn swaps directly supports the idea of choosing factions.
Thirdly it allows for fewer longer sets. This keeps the conditions for the match the same for a longer number of rounds allowing for teams to develop better counters to a play that another team is using and encourages variation, pattern recognition and thinking ahead. With the focus on smaller numbers of rounds now a team can pretty much use only one tactic for each set and doesn't particularly need to adapt to any situations (unless they are losing in which they have little time to adapt).
When it comes down to the unbalanced maps that I mentioned in the rules, I think they have enough of a significant advantage for one team to say that playing on them is simply unfair. That isn't to say that you couldn't win, only that overall the advantage would be unfair in the system I propose.
For maps like Nord Town, I honestly think they are relatively balanced. They aren't symmetrical necessarily but if there is any imbalance on those maps it more often than not is because of factions if nothing else. There are pros and cons for each spawn but I don't think that either gives enough of an absolute advantage to call it unbalanced. Maybe one team or another finds a spawn difficult because they haven't developed good doctrine for playing on it, but overall I think you would be hard pressed to find a consensus among players as to which spawn is better or worse. On the unbalanced maps however, I think finding a consensus would be pretty trivial (maybe ruins less so).
*Puts on flame retardant armour*
- A match is played over 2-3 maps with one set per map
- Each map is played as a first to 4 rounds won with no spawn swapping
- There will be one closed, one open and one mixed map selected randomly
- Each team selects a faction and one of the 3 maps (from the 3 already selected maps) some time before the match (ideally the day before or earlier), team 1 selects first
- Team 1 get spawn 1 on map 1, team 2 get spawn 2 on map 1
- Team 1 get spawn 2 on map 2, team 2 get spawn 1 on map 2
- The loser of the second map gets spawn 1 on map 3
- The winner is the team that wins 2 of the 3 maps
- If a team wins both the first 2 maps they win the match, the third map does not get played
- Draw rounds are ignored and a map will continue to be played until a team gets to 4 rounds won
- All unbalanced maps (Village, Vendetta, Ruins and Port Assault) are removed and replaced with more balanced versions or new maps
Ok so nuts right? We've lost random factions and spawn swapping for balance. Well there is a little sense in what I am suggesting so let me explain.
Factions
First off regarding factions, I actually think we are missing something here, I think the current rule set with random factions while being technically more challenging because you need to know how to use them all is actually removing some interesting elements from play. Essentially teams are forced at the moment to practice more generic strategies or techniques because there is no guarantee of getting a favourable faction if you base any strategies on playing that faction. So working out a really good tactic with the rhodoks is useless because you might only get to play them a handful of times throughout a tournament or league.
The other element to this is the lack of character to the teams, you could have teams with good cavalry choosing a good cavalry faction or teams with good rangers choosing a good ranger faction, basically let teams play to their strengths and fight against each other asymmetrically. This is not however the old style rules where you would pick a faction for each map, an individual map gives advantages to different classes and the factions generally do have class advantages (nords infantry, vaegir archers etc...), in this case you need to pick a faction for all the maps played so you need to consider the pros and cons, a faction strong on nord town might be weaker on ruins.
The reliability of knowing what faction you are playing lets teams specialise and offer up some truly unique play styles rather than the current system which encourages teams to spread their tactics and skills thinly to try to cover everything. It would also allow for more meta game elements to come into play, if a particular tactic with a faction becomes common, someone at some point will develop a counter and so on.
No Spawn Switches
Why remove something that makes balancing so easy? A few reasons.
Firstly the addition of symmetrical play in this way introduces the ideas of draws and the clunky tie breaker rules that need to accompany them for knock outs. There is no way to remove these tie breaker rules without first losing the symmetry, in general this doesn't become an issue because draws are pretty rare but I still think it would be nice to remove them completely. A win/loss system is far more satisfying overall and can work in every type of tournament or league.
Second, if you wanted to have faction selection but swapped spawns as well then you have already lost the balance the spawn swapping was originally intended for and you get away from the original intention of letting teams play the factions they want and that suite their style. Effectively removing the spawn swaps directly supports the idea of choosing factions.
Thirdly it allows for fewer longer sets. This keeps the conditions for the match the same for a longer number of rounds allowing for teams to develop better counters to a play that another team is using and encourages variation, pattern recognition and thinking ahead. With the focus on smaller numbers of rounds now a team can pretty much use only one tactic for each set and doesn't particularly need to adapt to any situations (unless they are losing in which they have little time to adapt).
When it comes down to the unbalanced maps that I mentioned in the rules, I think they have enough of a significant advantage for one team to say that playing on them is simply unfair. That isn't to say that you couldn't win, only that overall the advantage would be unfair in the system I propose.
For maps like Nord Town, I honestly think they are relatively balanced. They aren't symmetrical necessarily but if there is any imbalance on those maps it more often than not is because of factions if nothing else. There are pros and cons for each spawn but I don't think that either gives enough of an absolute advantage to call it unbalanced. Maybe one team or another finds a spawn difficult because they haven't developed good doctrine for playing on it, but overall I think you would be hard pressed to find a consensus among players as to which spawn is better or worse. On the unbalanced maps however, I think finding a consensus would be pretty trivial (maybe ruins less so).
*Puts on flame retardant armour*