So, we needed a venue for holding Norwegian T7 nationals this year. The obvious venue choice demanded fairly large entry fees or a pretty decent sum of money up front. One of us TOs set up a donation page to see if we could get the up front sum crowdfunded.
After winning a round in a fighting game the next round starts at neutral as well.
If we had V-Trigger in sports it would be something like your team does a little dance choreography and every goal they land after that counts for twice as many points as normal.
As I said before, most sports are really closer to a turn based game than a fighting game so I’m not sure the term “neutral” applies as much as it seems at a glance.
To clarify my position on comeback mechanics. They aren’t inherently bad. Many types of games have really steep slippery slope mechanics, in which case things snowball as the game goes on. In many RTS games the game is over long before the end.
Fight games have a very shallow slope. You definitely can be dissadvantaged for being behind, but most of the ways you fall behind have a limited affect on your options. I would rather the game focus on having mechanics that the characters can use to escape various situations (E.g. reversal on defense, or fireball in neutral ), that way it’s harder to render a character helpless.
To use a dragonball reference, this is the main reason I (and many) would argue the game could use some kind of additional defense mechanic. Because too many times if you lose the neutral you can be basically helpless. At the same time I would not want this sort of thing to be too strong, you want players to be rewarded for doing well.