Reposting from S&F
Post 1
So with all the discussion around how next war will have fewer players, many have liked the idea of "Dual elements" war, but I feel like it wouldn't feel as satisfying to win, if you share the win with another element.
But what if we ran 2 smaller wars each year? Had some discussions with Jen earlier, and this was the end result
The first, a "losers" war, would feature the bottom 8 teams of this war (or the bottom 8 from a Masters tourney or something), where they fight. The top 4 of that war then join the leftover 4 for a "winners war", where the winner of that is prestigious or something. With the bottom 4 from that war demoting back down to the losers war. Trials can be handled between the winners war and the following losers war, with Brawl in the middle of the year. With the smaller amount of teams, it can be balanced to average the War to 10 rounds or so, and due to the setup, new Masters will always get a chance to win the winners war.
The problem would be that not all elements would feature in every war, but the idea might still have some merit
EDIT: Noted that I had discussions about this with Jen, who initially brought up the discussion with me and suggested a few of the things. I don't want to take full credit~Post 2
Elemental representation was a worry that I had with the Prom/Rel (promotion/relegation) system, and is a valid concern. It's worth noting that with approximately 1 war per year, this would optimistically have 2 smaller wars a year, but each element would feature in at least 1 war. I will discuss some of the questions that I remember from chat below, but first I would like to discuss some of the problems I have with a dual element war.
It's pretty much impossible to prepare for. With such a drastic change to the format, the first war will almost certainly be disgustingly unbalanced. This is fine if it were only for 1 war, but even 2 or 3 wars down the line, I feel like some of the kinks will still be ironing out. The decision to choose the pairings needs to be more than "first place with last place", "opposite elements", or something similar, else you're going to end up with one or two pairings being horrendously stronger than others, while others would be much much weaker.
Assuming the pairings change each war (and I don't see why they wouldn't unless you go opposite elements), a crapton of work would need to go into balancing the market. And initial market prices are almost never perfectly balanced. Trying to balance for dual elements is worse than trying to balance for mono elements as well. It would be that much a hassle that you'd honestly need to get rid of Market (which is what some want anyway, but still). However it does go back to the thing of "how are elements decided"? As to how much a nightmare market pricings would be
Last thing I'll note, I feel like
" "Dual elements" or "different division" just dilute the original idea." is grossly underplaying. I mean it's bad enough that you'd need to share your win~ But the idea is more like a PvP Event than a War Change. Solo is almost always more popular than Duo, assuming the duo exists at all. Tennis being the primary example. Solo accomplishments feel better than duo accomplishments.
Minor note but the banner would be weird, but you could probably manage the banner being one element and the icon being a different element, or something similar.
Onto a few questions about Prom/Rel that were asked
Will the winning teams stay the same if they promote?
It would probably be optional. Players can opt in to stay on their original team, else they would be put up on auction.
WM workload?
I have never been a WM, so some of the stuff here is from Math and Asdw in chat
Most of the work would be done for the first war of the year, presumably. Rules would remain the same, but a few unbalanced things could be ironed out. Vault Tools are a pretty hefty problem, but the workload is reduced by a lot with the introduction of GDocs, and they could probably be optimised further. With less teams, the workload of individual wars would drop, and the war in total would only really have to go for 10 rounds or so, maybe less maybe a little more depending on rules and such. WM's could switch between wars, and you can still hire the pre-War Warmasters, as was mentioned elsewhere in this thread (which is an idea that I fully +1).
Less teams means less dilution of people across so many teams. This is one of the major benefits of this idea