Listen. It need not necessarily be the case that GSC matches end in stall wars, but the reality is that they happen. However, calling ties in obvious situations isn't self-policing because we've seen several times (particularly in SPL) that people will play them out for hundreds of turns, thinking they have a slight advantage. And they very well might have a tiny theoretical advantage, but not one with which they can win in a reasonable amount of turns. In the end, we just end up wasting everyone's time by extending matches way beyond the point where reasonable people would agree to a draw.
Because this isn't something where we can rely on self-policing, it's necessary to craft an objective turn limit rule for GSC (similar in spirit to the 50-move rule used for chess endgames), after which a tie is automatically enforced/decreed by TDs and hosts. What should follow a tie is up to TDs and hosts to decide on a case-by-case basis, but that's not the issue here. What I'm talking about is just deciding when a draw should be called in the first place.
I'd say the following 2 criteria should be used to determine a tie in GSC:
1) On the turn a Pokemon begins using Struggle, if a KO on either side is not achieved within 50 turns, a draw is called.
2) If a total of 5 straight turns has occurred where neither side has used PP, had a Pokemon spend a turn fast asleep or frozen, nor had a Pokemon take any damage (e.g., from Toxic or Spikes), a draw is called.
With these criteria, I've tried to encapsulate the perpetual-struggle and perpetual-switch tie conditions that have conservative enough turn limits and have specific enough criteria to avoid calling false draws following legitimate tactics. Is there disagreement on either the philosophy or specifics of the proposed turn limit, or are we cool with making this happen ASAP to avoid another Bedshibaer vs. Tiba?
EDIT: A hard turn limit (say, 300) is probably better for simplicity's sake. I don't know why I didn't just start off with proposing that. I guess maybe I wanted to be extra conservative with the whole "call a game" thing, but 300 is plenty of turns, and the second criterion of the complex solution above isn't likely to do what I intend.
Because this isn't something where we can rely on self-policing, it's necessary to craft an objective turn limit rule for GSC (similar in spirit to the 50-move rule used for chess endgames), after which a tie is automatically enforced/decreed by TDs and hosts. What should follow a tie is up to TDs and hosts to decide on a case-by-case basis, but that's not the issue here. What I'm talking about is just deciding when a draw should be called in the first place.
I'd say the following 2 criteria should be used to determine a tie in GSC:
1) On the turn a Pokemon begins using Struggle, if a KO on either side is not achieved within 50 turns, a draw is called.
2) If a total of 5 straight turns has occurred where neither side has used PP, had a Pokemon spend a turn fast asleep or frozen, nor had a Pokemon take any damage (e.g., from Toxic or Spikes), a draw is called.
With these criteria, I've tried to encapsulate the perpetual-struggle and perpetual-switch tie conditions that have conservative enough turn limits and have specific enough criteria to avoid calling false draws following legitimate tactics. Is there disagreement on either the philosophy or specifics of the proposed turn limit, or are we cool with making this happen ASAP to avoid another Bedshibaer vs. Tiba?
EDIT: A hard turn limit (say, 300) is probably better for simplicity's sake. I don't know why I didn't just start off with proposing that. I guess maybe I wanted to be extra conservative with the whole "call a game" thing, but 300 is plenty of turns, and the second criterion of the complex solution above isn't likely to do what I intend.
Last edited: