Yeah, whatever you want to do spending wise per round you can do. If you wanted to spend your first four picks on 4 high metas and have 5 pts left over to either draft a low street leveler or just hold off until a later round or not pick another character at all, you could. If you want to draft cheaper characters early on so that you could see what other people are leaning towards then draft more expensive characters later on you could. You pretty much have full freedom in drafting. I wanted to make the drafting/character signing process as analogous to a professional sporting league draft and free agency as possible. In season 2 you'll also be able to trade a character for draft placement (for example, Team A could trade the rights to Black Panther and Batman to Team B for their 1st round draft pick in season 2, freeing up an additional 30 points of cap space on their roster for draft picks, as well as possibly moving up in position in the draft).
As an interested party, my only gripe if I were participating is that there is too much prep time. Heck, ill's last low meta team tourney boasted similar prep and had people attempting to build Amazo and such. I honestly forget most of what my team did, but we were channeling GL rings and doing other prep-related things that made, say, Iron Spider-Man obsolete as a combatant....and he should have been near the top of the "limit" for the tourney. Amalgamation times won't even be 1/3 of the prep time, and 20-30 minutes is long enough to concoct a world of prep BS.
Given that much time, it will quickly cease to be about the combatants and in-battle debating, but will devolve to who can sell their prep to the judges the best (which isn't true debating, imo, and should only be one aspect of tourneys, not the majority). Personally, I think we've had a few too many tourneys recently where that is the case.
I realize it's one opinion, and that I'm not directly participating, but I thought I'd voice my thoughts. I like the format, and if enough interest is there, this should be an excellent tourney. So it's a minor point, but one I wanted to bring up for further thought.
This is all open to change. Nothing is really set in stone rule wise other than the price list. The extended prep time was to accomodate teams which wanted to create amalgams of more than 3 characters (as the time penalty scale increases parallel to the amalgamations).
One thing I didn't like about your HoZ tourney was that the battlefields tended to play too large a role in the outcome, for instance, you had that Robotech spaceship thing, seems any team who opted to try to control that thing automatically won.
Battlefields shouldn't be barren, but they should be neutral and not decisive in the matches.
Clones and dupes fall under rule #10, page 2 (independently acting constructs, rule #9 in pre-revision version). Tech falls under rule #7.
To give an simple example, nothing more offensively powerful than a remotely controlled Ironman Armor would be allowed as an independent construct (constructs fall under the individual character cap).
I like it. 2, 4, and 8 minutes were the costs of amalgamation. Leaving those, 10 minutes essentially forces them to decide between heavy amalgamation or having any kind of time for prep, or some small combination. Because 2-8 minutes is certainly enough to grab some standard stuff from someone's home base, but not enough to splice together herald-busting tech or mesh-type deals. Then it's more about debating and reacting to your opponent's team, not reacting solely to their prep, but also allows for character-specific bases to play a role.
...I see you had numbers for more-than-4 person amalgamations lower on page 1. But really, who needs that? The only way someone would afford it anyway would be to have an army of low metas or below. I doubt anyone would object to 2-4-8 minutes for 2-3-4 person amalgams respectively, and just setting the cap there. 5 person amalgams start to get a bit mind-boggling and silly anyway.
Yeah, you looked at the loopholes section of my director guidelines, right ill?
I've seen a couple of them addressed, but haven't read through all the rules. Any one of those could sneak up and become the dominating factor in the tourney. No mesh limit already opens some possible controversy ("...and by unlocking his full potential...") but is more geared toward creativity, not gimmicks.
{edit} just checked. duplication is the only one that isn't specifically mentioned, so nice job covering bases ill. I'd say ban duplication because of the strategy Scoob mentioned above. Otherwise, from me as well for the moment (pending the prep time change).
Well, many street level characters have good prep areas that may make them good resources for a team, and amalgamating someone like Mr. Terrific with a few low metas could be interesting.
I'll likely open things up a lil when we get to season 3-4 and the tier and cap expands. For now I'm trying to keep things relatively simple. Plus the tech proliferation was getting to be a bit much.
2 character amalgam: 2 minutes of prep used for amalgamation process.
3 character amalgam: 4 minutes of prep used for amalgamation process.
4 character amalgam: 6 minutes of prep used for amalgamation process.
5 character amalgam: 8 minutes of prep used for amalgamation process.
6+ character amalgam: 10 minutes of prep used for amalgamation process.