Well we've been talking about getting RANQ up and running for half a year now!! Finally we have something to build around.
I have same concerns as CIV with current scoring layout. Lots of games end with a concede to a player with huge lead. So what if that player doesn't agree to concede because they want to go for another victory type?
I have a couple ideas:
i) make all victories worth the same amount of points.
-my problem with this is, it will just turn into another cpl where players spam cities and rush war to make for quick games and more of them. NQ has been based around diplomatic ffa's so naturally our ranked version should compliment that.
ii)we can simply say too bad you shouldn't have gotten such a big lead.
-this will make ppl think twice about killing another player if it means they will have insurmountable lead. Making for a more balanced game, Although i don't think it is fair to fault a player for having a good game
I like the idea of making the harder victories worth more points. I suggest we make science and domination worth 3 points apiece and move diplo up to 5 points. That way the difference is not as much.
With regards to conceding: I think before a certain era (modern) players can concede without the leader having a say in it. This will mean more late game play allowing more chance for other victories. After the modern era players can concede but the leader must agree aswell and if he has another victory in mind the game goes on. Causing other players to work together which comes back to the NQ backbone, diplomacy.
The minus points mentioned in the other post can come into play but not as mentioned. NQ = no quitting
so allowing ppl to quit would go against the reason this group was created. I think the irrelevant civ rule should stay in place. Meaning if all players agree civ is irrelevant to the game they can go but I propose they lose 1 point for this. Points are going to be hard to come by so giving ppl negative 1 or 2 points for playing and losing may be a mistake. The odds of winning are 1 in 6 and 50% of those wins will be worth 3 points so mathematically a player will be lucky to break even after 6 games played and will most likely be -2. Now unless we have a starting value for all players(which make things more confusing imo) some players will be playing in the negative.
I think think the only negative point value should be given to a player using irrelevant civ rule. Another reason would be if say we play serone next game he has lead with a culture vic already. So naturally players will team up to put him out first so he loses 2 points. This could fall under collusion because an outside factor is impacting the game before it begins.