Shields--Slowest Date vs Lowest Score
If anything, wouldn't it mean more to give the shields to the slowest victory submitted for each type?
I have thought so a few times, when I had a challenging game and submitted a near-defeat that got turned into a victory. But, every time that I thought that, I realised that a player could equally have intentionally delayed victory until near the end of the game just to obtain such a Shield.
We have to be careful about setting up a system that rewards such behaviour, and it's not always easy to tell the difference between a player that intentionally delayed victory compared to a player that just had a tough time of it.
I think that this reason is why we go by Lowest Score. However, going with the Lowest Score has its own set of flaws, which sometimes leads to weird results. For example, a player who gets the fastest Diplo Victory or fastest Religious Victory will sometimes "steal" the Shield, since they won with a small amount of population relative to those who won later in the game with bigger empires but had slower victory dates.
Shields and Awards in the same category--maybe only one of each?
I admit that it feels fun to win a Fastest Finish Award at the same time as winning a Shield.
However, maybe we should have a rule against that situation.
This way, you won't have the above-mentioned situation with a lean-and-fast empire like a Diplo game with a small amount of population won early on "stealing" the Shield from a player that didn't do as well but still won a Diplo Victory later on in the game and thus at a point where populations were bigger and their score was bigger.
Also, in Deity games, you wouldn't have a ton of Shields being awarded to players that were the only ones to submit a victory of a certain Victory Type.
It's fun to get Shields, but it's probably MORE FUN for the players that didn't get an Award to receive a Shield than for a player who got an Award to ALSO get a Shield. Make sense?
Also, it's kind of silly to get both an Award and a Shield just because no one else went for a victory condition in a particular month. So, I would say that if you win an Award, you aren't eligible to win a Shield of the same type as the Award in the same game.
You just have to be really clear about the rules here--if someone wins a Medal, or some other Award that wasn't the Fastest Finish Award, it would need to be decided and spelled-out ahead of time whether they'd be eligible to win a Shield, too. But, this little exception case doesn't disprove the suggestion, it just means that some thought needs to be put into executing it properly.
Most Improved Award--Do you mind if the Top Players win it at first?
If score rank percentages were then modified by speed rank percentages in each victory category, perhaps the "shield" awards could be turned into 1st, 2nd, and 3rd place "Overall Most Improved" Awards based on those players who's combined score and speed quotient most exceeded their own existing "average."
Would you be okay with the fact that after the first few 5OTM games, many of the players that placed as "top players" in the 3rd or 4th 5OTM actually also received the "most improved" awards?
Likely, players who submit a mediocre submisison for the first 5OTM and then win a top spot in the 3rd or 4th one would receive such an award.
Does this situation defeat the purpose of the award for you?
Most Improved Award--Discarding a Player's first few Submissions?
New players wouldn't be eligible until they have submitted at least 3 times (in order to calculate that player's starting average). Perhaps running averages could be limited to the most recent 5 or 6 games.
Another way to do things could be that a player's first 3 games won't count at all, then their next 3 games will actually count as their average, followed by them being eligible to win a "most improved" award.
While this point helps to deal with the awarding to "wolves in sheep's clothing"--i.e. not giving the "most improved" awards to players who quickly distinguish themselves as top players after the first couple of games, it might take too long for a player to be able to receive an award?
Maybe this kind of award isn't really fair in its nature at all--"most improved" can be faked--I've seen kids do so in their highschool fitness tests, by pretending to suck at the start of a term and then by the end of the term being magically able to do double the number of push-ups, sit-ups, etc. It can also be fickle, in that a player may have a really great game as one of their first but then have mediocre play for later games, but could be ineligible for such a reward as a result.
Most Improved Award--Maybe make it a Subjective Award assigned by a Staff Member?
I like the idea of crediting other players, but I'm also hoping that the system will be one that will reward the players that deserve to be rewarded.
Perhaps in that sense, we shouldn't make it a "most improved" award but something more like "an awesome effort was made" kind of award. It would be a subjective award that a staff member would manually award, based on following the progress of players. That way, we could have a human judging the "strong effort" put in a player, despite the fact that they only achieved medicre result. Is that the kind of player that you would like to see rewarded? I certainly would, as I think that we want to encourage people who try really hard, despite their final results.
Perhaps it could only be awarded to a player that wrote a spoiler, so that a staff member has enough info to go on and also to encourage players to write.
In fact, you could give out such an award even starting from the first game, as the idea would be to award a player who tried hard but didn't place all that well. Yes, some people may feel left out, but if you award someone who did something obvious, such as wrote a well-written spoiler, then it's easier for others to "accept" the fact that they didn't beat out this other player and it also gives them a goal (writing a better spoiler) for the next time.
Yes, now I've sort of altered the idea back to what we were talking about with awarding well-written spoilers, but honestly, this approach would be a lot easier to implement than a handicapping system. Anyone is free to develop a handicapping system, but unless someone volunteers to do so, I don't foresee the staff magically coming up with one that will work. However, subjectively assigning an award is something that just about anyone who puts some effort into examining the games of players can do, and if our goal is also to encourage people to write spoilers, then perhaps the criteron isn't a "well-written spoiler" but just "a spoiler was written" and the "player tried hard but didn't quite make a top spot." That way, it would still be different in concept from a "well-written spoiler" award.