there's been some dissent about time matches recently in the revision thread and i was of the opinion that this topic really deserved its own thread for discussion, so here it is.
- FalcoXII wrote:
- I've always been skeptical of time matches, as I wonder what prevents fast characters from running away after an early lead.
and this is what got me thinking, although the issue is a lot bigger than just plain camping mentality or superdefensive gameplay. here's the logic as i see it:
1. in time matches, the players are no longer the deciders of when the match ends; there is now a third party (the countdown clock) under whose restrictions they have to operate. in simpler terms, the game ends in 5 minutes whether the players like it or not.
2. because of this limit, the ultimate deciding factor of the game is now based on who can score the most points in the allotted time limit. since this is the END GOAL of the game, the efficiency of scoring points is now the single most important factor in a player's performance: a player who scores one point per minute is better off than a player who scores 0.5 points per minute.
3. player performance in SFA is significantly influenced by character speed, character health, and character specials, all of which serve to either expedite players' aggression or hamper their opponents' aggression (and often both).
4. of these qualities,
speed is the most influential in deciding points-per-minute EFFICIENCY.
CONCLUSION: there is no reason to not play a faster character in time games.
to put this in simpler terms, when the game becomes all about how many points you can get and
how fast you can get them, the players who can do more stuff in less allotted time have an advantage.
the point up for debate here - and this is certainly up for debate, so please chime in - is whether point 4 is actually correct. is speed actually the most important factor in deciding points-per-minute efficiency?
as the guy mostly responsible for bringing Falco out of obscurity in the Vancouver league, i have to say it probably is. there's a very strong feeling of security, of ease, when you play Falco nowadays; you know that you're never going to be strapped for time, that you can get away with not planning ahead as much, that you can afford to make some mistakes because your speed will allow you to get out of them later. of course, this could be because there are just a lot of top players playing fast characters right now, but doesn't that by itself indicate something about the metagame's state at the moment?
i think the reason for this is that health, on its own, is not an attribute which automatically grants a user any particular freedom on the battlefield. in time games, your health doesn't get you the efficiency which speed gets you. it doesn't get you the ability to recover from mistakes, because even if you survive hits which would kill a more fragile and faster player, you can't be patient and wait to patch it up, regroup, buy time - because you don't have time any more. all health will do is save you in the actual act of combat, once or twice. meanwhile, once a faster player does damage to you that you can't reciprocate, your advantage is gone. specials are more or less the same way - Krys's barriers are, more or less, just an extension of her health; Pep's CB isn't, again,
on its own an attribute which grants efficiency. in the latter case, you might get a lot of control over a very specific area and it might save you in mid-range combat but when your Falc opponent is up a point and there's a minute left in game, that CB is not going to grant you any boons that you aren't already given by your own skill as a player - so why would you pick Pep in this scenario?
when you play a slower character, you're playing chess while your opponent is running a race: how many weapons can i pick up in the given time span? how much can i rush without penalty? having control of the map in SFA is a big, big deal - knowing where you're allowed to run, where you're allowing your opponent to run, looking for opportunities to keep someone out or let yourself in - and in time games, there's an additional restriction on that control, because if you can't make the required pushes in time, you lose. to that end, i propose that no player should be barred from making the pushes they need to make just because of their character selection.
all of this comes with a caveat, though, and it's this: i really like time games! we've been playing them through less than half of the league's existence and we've already had uncountable clutch moments, hair-raising 30-second pushes, all sorts of great plays, interesting scoreboards, a dearth of total shutout games, and, notably, we can actually play tournaments and know how long they're going to take now. games are often more exciting in time format and i think that's great for a competitive scene. and time games do have great advantages: apart from limiting camping and boring gameplay, they force players to think faster, to make snap decisions, to look down the road a little further and try and see where they're going to be in a few minutes' time, not just after the next point or next missile pickup. so i'd be very sorry to see time games go completely, and i wouldn't want that to happen - but let's not discuss what should happen to the formats yet, since we haven't even had any discussion on the matter itself.
of course, this is so far theoretical, but i do have some numbers regarding stats in the time era which are interesting. i'll put them up in another post.