Hello! I've brought this up a few times in the Contributor chat and a few other places, but never got around to making an official thread/rule proposal for it until just now.
Since WBO X (if it happens) is intended to be a large event, it's necessary to make sure it runs as quickly and efficiently as possible. A lot of people have suggested making it single elimination, which is a really unforgiving format, especially for experienced players (and it would also suck for people traveling to the event to only be able to play 1 match before being eliminated). My proposal to make the first stage (and I repeat: not only for large tournaments that require single elimination) more fair is the following:
This rule change would not only make huge, single elimination tournaments less unforgiving, it would also reward skilled players who have knowledge of combos and how they interact, as well as how to play certain matchups (which are Beyblade skills, by the way) by allowing them to make more informed decisions during the first stage. The only drawback is that it would increase the time that the first stage takes, though I could only see this being a real issue with events that aren't quite big enough to require single elimination but are still relatively large (in my opinion, like the 65-100 player range).
Additional details to discuss
Should players be allowed to repeat parts in their three combos?
My opinion on this is yes. Although the "pick 3 choose 1" aspect is very similar to the beginning of a Deck Format match, in the end only one of the combos presented will be used during the match. If players don't have multiple copies of the same part, then they should be able to move that part to the combo that they will use (similarly to the ruling with the Eclipse Layers).
Should Launcher selection take place before or after combo presentation?
I don't have a particularly strong opinion on this, but I'm leaning more towards after combo presentation personally. I think it would be a nuisance to be locked into a launcher that isn't best suited to the combo you end up losing, just because it's what you selected earlier. At least when this issue arises in Deck Format your launcher is optimized for at least one of the combos you're using.
What about Spriggan/Spryzen Requiem and Cho Z Spriggan?
These Layers, along with any other parts that require disassembly to mode change, would need to have their modes declared during combo presentation. If players are allowed to repeat parts however, they could effectively work around this by presenting CzS.7C.Xt+ in left spin and CzS.7C.Xt+ in right spin, but functionally, would that be any different than presenting aH/pP and hS on the same combos?
This proposal was heavily inspired by the team preview feature from the Pokemon games (I think this is also a feature in League/Smite/Overwatch(?)), as well as one one of the iterations of Deck Format discussed like 2 years ago, where the winner had to announce that they were switching, but didn't have to reveal exactly what they were switching to, making the loser have to think strategically when dealing with how to respond to 2 possible combos.
Since WBO X (if it happens) is intended to be a large event, it's necessary to make sure it runs as quickly and efficiently as possible. A lot of people have suggested making it single elimination, which is a really unforgiving format, especially for experienced players (and it would also suck for people traveling to the event to only be able to play 1 match before being eliminated). My proposal to make the first stage (and I repeat: not only for large tournaments that require single elimination) more fair is the following:
- When a match between 2 players is announced, each player assembles 3 combos.
- After both players have their combos ready, they turn around and present their combos to their opponent.
- Each player is given some time (I'd say 30 seconds - 1 minute max if we really want to be carp about this kind of thing) to identify the combos presented, and then makes the final selection of which Beyblade they will use from the 3 combos they presented to their opponent.
- The match then continues as a normal, first to 3 point match would.
This rule change would not only make huge, single elimination tournaments less unforgiving, it would also reward skilled players who have knowledge of combos and how they interact, as well as how to play certain matchups (which are Beyblade skills, by the way) by allowing them to make more informed decisions during the first stage. The only drawback is that it would increase the time that the first stage takes, though I could only see this being a real issue with events that aren't quite big enough to require single elimination but are still relatively large (in my opinion, like the 65-100 player range).
Additional details to discuss
Should players be allowed to repeat parts in their three combos?
My opinion on this is yes. Although the "pick 3 choose 1" aspect is very similar to the beginning of a Deck Format match, in the end only one of the combos presented will be used during the match. If players don't have multiple copies of the same part, then they should be able to move that part to the combo that they will use (similarly to the ruling with the Eclipse Layers).
Should Launcher selection take place before or after combo presentation?
I don't have a particularly strong opinion on this, but I'm leaning more towards after combo presentation personally. I think it would be a nuisance to be locked into a launcher that isn't best suited to the combo you end up losing, just because it's what you selected earlier. At least when this issue arises in Deck Format your launcher is optimized for at least one of the combos you're using.
What about Spriggan/Spryzen Requiem and Cho Z Spriggan?
These Layers, along with any other parts that require disassembly to mode change, would need to have their modes declared during combo presentation. If players are allowed to repeat parts however, they could effectively work around this by presenting CzS.7C.Xt+ in left spin and CzS.7C.Xt+ in right spin, but functionally, would that be any different than presenting aH/pP and hS on the same combos?
This proposal was heavily inspired by the team preview feature from the Pokemon games (I think this is also a feature in League/Smite/Overwatch(?)), as well as one one of the iterations of Deck Format discussed like 2 years ago, where the winner had to announce that they were switching, but didn't have to reveal exactly what they were switching to, making the loser have to think strategically when dealing with how to respond to 2 possible combos.