Something that I would like to address from my previous structure:
The previous intent was to guarantee that the mappool got entirely exhausted in a situation where the tiebreaker is invoked; this actually comes with a more serious detriment though - the loser of the roll does not get to pick their final song in a situation where they're one point away from tiebreaker.
- In Bo7 where the score is 3-2 in a 9 song mappool, where one of those 9 songs is a tiebreaker, players will have banned 2 of the 8 pickable songs to leave only 6 remaining, and five songs will have been played, leaving the player in the deficit with absolutely no choice in how they want to respond to take their final point.
- Bo9: 4-3 in 11 song mappool with one being tiebreaker, players will have banned 2 out of 10, leaving only 8 remaining, and 7 will have been played, exact same scenario.
The solution is simple: simply extend every pool by one song (or disregard the tiebreaker from the mappool count).
Qualification stages: 4 song map-pool, no winning condition, no tiebreaker.This was from my previous tournament, and I would like to point out that, in retrospect, this is somewhat of a flawed structure (kinda realized this after having a discussion about something like this w/ Loctav). It gives substantial importance to the result of something completely random - the opening roll. The first ban and first pick order being determined is fine because it doesn't really change much: the first two songs are going to happen no matter what. However, this list here that states how many songs the mappool is also includes the tiebreaker. This means that rounds prior to round of 16 are 8 songs + one tiebreaker, round of 16/QF = 10 songs + one tiebreaker, etc.
Rounds until Round of 16: 9 song map-pool, best of 7 (first to 4), one tiebreaker song
Round of 16/quarter-finals: 11 song map-pool, best of 9 (first to 5), one tiebreaker song
Semi-finals: 13 song map-pool, best of 11 (first to 6), one tiebreaker song
Finals and Grand Finals: 15 song map-pool, best of 13 (first to 7), one tiebreaker song
The previous intent was to guarantee that the mappool got entirely exhausted in a situation where the tiebreaker is invoked; this actually comes with a more serious detriment though - the loser of the roll does not get to pick their final song in a situation where they're one point away from tiebreaker.
- In Bo7 where the score is 3-2 in a 9 song mappool, where one of those 9 songs is a tiebreaker, players will have banned 2 of the 8 pickable songs to leave only 6 remaining, and five songs will have been played, leaving the player in the deficit with absolutely no choice in how they want to respond to take their final point.
- Bo9: 4-3 in 11 song mappool with one being tiebreaker, players will have banned 2 out of 10, leaving only 8 remaining, and 7 will have been played, exact same scenario.
The solution is simple: simply extend every pool by one song (or disregard the tiebreaker from the mappool count).