Was reading Thallen's post on changing the spar rooms in Supernick's. It seems like most of what he'd like to see is a better division of skill level.
I'll tell you what this solution accomplishes, then explain the details.
- It provides a natural division of skill level based on tiers.
- It can be scaled to eliminate the need for quick spar.
What this idea is based on is the 1v1 monthly spar tournaments of old, but rethinking it in a perpetualized manner.
- Round One: eight rooms
- Round Two: four rooms
- Round Three: two rooms
- Round Four: one room
In order for this to make sense, I'm going to need to relabel that.
- Tier Four: eight rooms
- Tier Three: four rooms
- Tier Two: two rooms
- Tier One: one room
So let's say there are only two players sparring at the time, they play in the Tier One.
Let's say there are three players sparring at the time. The first two players compete in the Tier One room. The remaining player is queued to face the winner.
Let's say there are four players sparring at the time. The winner of the Tier One room will face the winner of the Tier Two Room. The losers will face each other in the Tier Two room.
Let's say there are five players sparring at the time. The winner of the Tier One room will face the winner of the Tier Two Room. The loser of the Tier Two room will lose their spot in the queue to the fifth player. The loser of the Tier One room will face the fifth player.
Six Players? Use the Tier One room and both Tier Two rooms. The winners in each room will be added to the queue in the Tier One room. The losers of each room will face each other in the Tier Two rooms.
Seven Players? Same thing as with three players, but then the queue applies to the first slot available in Tier Two.
Eight Players? You suddenly have a Tier Three room to promote to a Tier Two room, and to demote a Tier Two loser to.
- This algorithm naturally matches players against others of a similar skill level without assigning specific rooms based on an arbitrary measure of skill.
- This algorithm can be implemented with an indefinite number of tiers, such that if there are a lot of people who want to spar, it can easily scale to meet the demand. This provides the scalability that can eliminate the need for "quick spar."