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  1. KathulTR's proposal
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  4. Well, here's my draft proposal v0.1 for what it is worth. Please note that this is not complete by any means simply something I scribbled pretty fast. Comments, suggestion, and/or criticism is welcome.
  5. Tier-Proposal
  6. Summary
  7. Outfits are spread into tiers of 1-4 (plus “un-ranked” tier)
  8. Tier determines how many participants outfit is allowed to bring to Server Smash. Higher tier, the more you can bring
  9. Outfits can challenge the position of another outfit in any tier by challenging them into an infantry scrim using PAL/PSBL/ETC ruleset. If challenger outfit wins, it takes the position of the lost outfit. Lost outfit then loses its place in tier system COMPLETELLY and has to challenge some other outfit to gain a spot.
  10. At the beginning of the system, outfits can be either randomized into tiers, voted or dramafucked/circlejerked into initial positions in tiers. (And if you read through this you will notice that it won’t matter for long)
  11. Air is not part of this system
  12. Force Breakdown
  13. Following breakdown is done for 192 participants (240 minus one platoon of air).
  14. https://docs.google.com/spreadsheets/d/1dpMYLVC-nXKXWlfNS99kk8u9QVayWtjgHOX8MtzfDlI/edit?usp=sharing[1]
  15. Proposal 1: Whole team is selected from tiers
  16. Proposal 2: Same as above but one wildcard squad at sole discretion of FC to pick Numbers are not definitive of course.
  17. In Short:
  18. Teams in tiers get spots depending the tier they are at, higher tier, more spots
  19. Outfits not in tiers do not get spots (unless wild carded by FC)
  20. Outfits are allowed to bring less participants than, however they must meet a quota (e.g. 80% or whatever)
  21. In case higher tier cannot provide participants, the right to bring more participants then trickles down (or can be given to FC to provide spots to whomever FC decides to)
  22. Definitions:
  23. Tier: Defines the number of participants an outfit in a specific tier can bring
  24. Tier Slot: Certain position in tier where outfit is placed, e.g. TIER 1, SLOT 1 (spreadsheet cell D2)
  25. Un-ranked outfit: means outfit not placed in the tier system.
  26. Gaining or losing a spot
  27. In the beginning, outfits can either be randomized into these tier slots, voted or otherwise decided.
  28. Any outfit in any tier can challenge any outfit in any tier. Any un-ranked outfit can challenge any outfit in any tier.
  29. Challenge match format is 12 v. 12 infantry scrim with PSBL/PAL/ETC format. Best of three rounds.
  30. Tier simply tells you how many participants outfit can bring. THIS IS NOT A LADDER SYSTEM. Lose a match, you lose your position in any tier until you challenge some outfit placed in the tier position (e.g. if Outfit A has position in tier 1 and gets challenged by an un-ranked Outfit B and loses, then Outfit A is removed from the chart completely and has to challenge another outfit to get a spot again)
  31. Limitations / Restrictions
  32. Obviously scrimming organization needs some rules as well as dropping between tiers or dropping out completely.
  33. A set time and date for challenge matches, e.g. every Tuesday. Matches can be played on any day/time as long as both team agree on that. However on the set day&time (e.g. in this case Tuesday) outfit must be ready to scrim if challenged. Non-participation leads to an automatic loss.
  34. Challenges must be announced at least a week earlier (e.g. if challenge date is Tuesday, then challenges must be announced by latest on the previous Tuesday)
  35. Force composition is decided 18 days before the match, challenge matches played after this date do NOT affect the force composition of the NEXT match but the match after that. (e.g. Match on 1st of August, last day to play challenge match is 14th of July).
  36. If outfit doesn’t provide its numbers for the match (within quota) it loses its place.
  37. If outfit drops out of match without replacement it loses its place, is banned for the next match and cannot challenge anyone for a month.
  38. Outfit can only challenge one other outfit per week.
  39. One challenge per tier slot per week. Challenges on first come, first served basis (Reasoning, because otherwise some outfit would have to scrim multiple times per week which might suck a bit)
  40. Goals
  41. Promotes improving your skill constantly. Want a spot in Serversmash team? Scrim for it! Want to keep your spot in Serversmash team? You need to fight for it!
  42. Non-static system which allows to bring new outfits into the force composition
  43. Allows certain outfits to bring more bodies to the field.
  44. There should be more competition on the higher tiers making lower tier available for lower skill teams.
  45. Q&A
  46. Q1. Is this proposal in compliance with Fairness Doctrine?
  47. A1. Maybe. Anyone can challenge anyone at pretty much anytime though better outfits might have too many slots.
  48. Q2. Is 12v12 infantry scrim the best way to determine the tier ranking? What about outfits that do combined arms?
  49. A2. Probably not, but it is a) easy to setup, b) useful to compare outfits, c) helps to improve the team. Infantry play is a very important part of Server Smash success. In proposal 2, FC still has some spots at his/her discretion which can be given to e.g. harasser team if FC deems it necessary.
  50. edit: layout, typos
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