This is probably the best solution to run a short tourney.
Howerer, I don't think it's the best option when it comes to fairness and gameplay showcasing.
I still believe a strike/ban system is a legit option in Splatoon considering how its maps work and the state of the current meta (v2.1.0), as long as you are willing to spend some time discussing between games.
For example, there are maps that can be considered counterpicks against E-liter, 96, Dynamo, Blaster or whatever else. Just as there are maps that tends to favor one weapon or another, or specific playstyles.
This would ensure that both teams play as optimal as they can in a Best of 7 set (2 locked bans per team with the current map pool of 12, this leaves us with virtually 8 maps that can be played, taking modified DSR into account, no mode banning), on maps that they would both agree on playing on.
I think mode banning is unhealthy (considering Turf War is not in the mode pool) and limits the losing team choice for the next Gametype far too much, and it basically lets a team to sleep on a specific mode, even it's just for one or two games in a given set.
With modified DSR applied (the losing team cannot pick a map it has already won on), said lack of variety will not be an issue.
Although you probably won't see much maps like Port Mackerel or Bluefin Depot, and that's because 96 gal Deco's on these maps are ridiculously good and are super efficient with minimal effort, this is an issue that comes from the game and its balance, not players preferences. You can probably say the same about maps like Arowana Mall or Moray Towers for charger weapons for example.
As for the mode and map striking part for the first game of the set. I think doing a coin toss via Cointossr to decide who strike both modes and maps first is the best option.
Modes are striked first (1-1 striking, only ranked modes), maps are striked right after (1-2-1 striking among the 5 first maps of the game).
The team that lost the coin toss will have the hand of the first mode that will be played, while the winner of the coin toss will decide which map will be played in the end of the striking process. I believe this is fair enough.
Only the 5 first maps of the game are considered for the striking, the number of maps is then uneven and 5 maps is short enough to make the striking process quick or at least it won't take too long.
And imo, Urchin Underpass is currently the most neutral map of the game, it doesn't favor or unfavor any weapon in particular, which can make it a good starting map. Saltspray Rig and Walleye Warehouse would come right after as the most neutral maps, but Urchin still prevails. Arowana and Skatepark can still get picked if both teams play fancy. But still, that's just my personal opinion.
Halo-style forces specific Gametypes to be played. The main issue is that it's still RNG.
One team might like most of the Gametypes while the other won't.
Or worse, both teams don't like the big part of the Gametypes.
I want to make clear that this is not about lack of metagame knowledge but only about preferences in playstyle.
This can affect the mindsets of one team or both teams, and therefore performance.
Certain Gametypes might force players to play weapons they don't want to play, because they have to stay competitive (remember the likes of Mackerel and Bluefin...). This is how Splatoon is, some maps require a specific playstyle and can be really stupid to play, and I think this can (and I insist on the "can") be bad showcasing of what the game can offer compared to a match where both teams can express themselves the best they can via Smash-style.
Maybe this will be different after v2.2.0, and some maps will be more "interesting" to play as weapons will get buffed/nerfed, we don't know yet.
Of course, most Gametypes are not affected by what I just stated. But RNG being what it is...
Maybe I'm the only one that thinks that way about certain maps, I don't really know if people agree on that certain Gametypes can be ridiculously dumb and has to be avoided if possible.
A veto system can probably do some damage control in Halo-style.
If some maps are highly underused in Smash-style, that's probably for a good reason, really. And I think it's safer to let players ban the maps on their own rather making a TO move on that aspect.
And so, I think that Smash-style :
- is fairer (in Bo7 at least in the current meta), as both teams will decide and agree on what Gametypes will be played and not played. Striking system ensures a neutral enough first game.
- can show as much variety as Halo style with modified DSR applied.
- is more inclined to show the best of both teams
- prevents efficiently stale gameplay on Gametypes that have an overcentrilized meta. (typically Port Mackerell with double or triple 96 Deco, which IS a viable strat', as an example) And therefore, I believe it can be healthier than Halo-style depending on the mood of RNGesus.
Main weaknesses of Smash-style (mode/maps striking, 2 map bans in Bo7, no mode bans, modified DSR) :
- Can take a lot of time and be difficult to explain to newcomers, impractical for short tournaments
- Some Gametypes will rarely be played (but it would probably be deserved anyway).
- Can be even more annoying to manage in short sets (Bo3 or Bo5), and as the map pool will grow over time, it'll get critical.
Let's just hope that 2.2.0 and next updates make Halo-style the best possible option for Splatoon tournaments.
I do believe that Smash-style is the best for friendlies or long tournaments.