New points award system including mappicks.

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ELOgain
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14 March 2017 - 00:00 CET
#1
Hello guys.
I want to introduce a new system which we could use in the upcoming season. I took the idea of the still existing Half-Life 1 league, in which I am also part of. The main goal of the system is to (1) give weaker teams better chances of winning and (2) bring in a new tactical aspect on how to proceed in the whole season.

Specifications:

(a) For each game each team has to choose one map from the map pool. (they tell the nsl-ref's 5 minutes before the start of the game)

(b) If a team wins a round on the map they had chosen, it will get points depending on how often they picked the map in the current season already: 3 points if they never picked it, 2 points if they picked it once, 1 point if they picked it more than once.

(c) If a team wins a round on the map which was picked by the opponents side, they will get 3 points.

(d) If both teams choose the same map, they can change their mind.


Pro's:
+ Bigger tactical aspect for everyone
+ Teams can practise rarely played maps to probably beat higher skilled teams by advantage of map awareness and/or evolved tactics.
+ Motivates teams to become better on certain maps

Contra's:
- Semi-active teams could get annoyed if they have to play maps they dont know as well as their waistcoat pocket and will have a harder task to win.

Lets look at an example:
Team A plays against Team B. It's the third match of the season. Team A picks ns2_veil and Team B picks ns2_jambi. Team A never picked veil in the current season before and Team B picked jambi because they feel compfortable on it and really want to win against Team A.

This is the result:



So Team A gets 3+3 = 6 points on veil because they never picked it before. On jambi they get 3 points because they won 1 round on the mappick of the opponents.
9 points total

Team B gets 2 points because they won 1 round on their map, because they have picked it once already during the season.
2 points total

Final score:
Team A: 9
Team B: 2


In Half-Life 1 this system works out pretty well and gives new teams a better chance to achieve something. But it's also combined with some actual training to make use of this.

I am curious for your feedback and of course what admins will think about this.
Ixian
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14 March 2017 - 08:04 CET
#2
I dont like it. A win is a win.

It also seems exploitable by making sure you dont pick certain maps against certain teams, holding on to them for specific opponents. I hope I'm missing a detail that makes this impossible though.

It also seems redundant due to the division system, as that should make sure teams are somewhat "balanced" for a lack of a better word.

"It is wisdom to recognize necessity, when all other courses have been weighed, despite as folly it may appear to those who cling to false hope" - J.R.R. Tolkien
izO
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Heidis Bergziegen
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14 March 2017 - 09:59 CET
#3
you missing the point ixian

the old system was always produce many losers and quitters because it Forces teams to play "standart" maps against good enemys which they almost always lose

the new system will give all teams the chance to practise and specialise tactics on a map like Mesh or Caged and they will have alot higher chance to make a good game because nobody else practises custom e maps etc.

MORE MAP SPECIALISING = MORE STRATEGYS = MORE BALANCE = BETTER OVERALL NSL EXPERIENCE
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Ixian
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14 March 2017 - 10:06 CET
#4
A simple ban pick which is already implemented for bo3 bo5 and bo7 in our ruleset can already do this. I dont see the point of using this system when the one we have already works.

Dont get me wrong - im 100% for mappicks!!! But I dont see how this point system is more competitve or entertaining than the current one.
"It is wisdom to recognize necessity, when all other courses have been weighed, despite as folly it may appear to those who cling to false hope" - J.R.R. Tolkien
izO
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14 March 2017 - 10:08 CET
#5
the old system u represent right now is just ELITES supporting not looking for the new and weak teams
also it can be good for the better teams aswell if they have to practise and workout tactics on certain maps

the way you choose maps against a enemy is also a very nice strategic aspect
give it a try this season and accept that the old system was produce way to many victims
Crawling in the slime
Dirt infested minds
Spreading their disease
Hiding behind trivial cynicism
Venomous tongues spitting forth lies
So quick to criticize the life of others
Who are you to judge us
Ixian
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14 March 2017 - 10:38 CET
#6
None of those points aren't true for the simple ban pick system either. You are making points that are true for both this threads subject, and the current boX pick/ban system.

This system however only makes the pickpan needlessly complicated and influencial by the points awarded. And due to the division system, such huge disparities which this proposed system wants to counter, aren't really present.
"It is wisdom to recognize necessity, when all other courses have been weighed, despite as folly it may appear to those who cling to false hope" - J.R.R. Tolkien
CRaZyCAT
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18 March 2017 - 11:04 CET
#7
In outline that system is better than the existing one but on practice I don't think it can change something in the matter of the skill difference. This is particularly noticeable due to ns2 habit when the same side wins twice on every map (Aliens in lower divs and Marines on higher divs).

Also I don't really understand what should occur if teams pick the same map.

In case if that idea won't change the skill difference problem it makes no sense to complicate the existing system. IMO
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