Jimmy Thunder
King
Denniz,
I like what you are thinking about reducing the number of LoN games. If the leaders were grouped into two even groups with one being the least popular (hardest?) and one being the most popular (easiest). For LoN, players would have to submit a game for each of the least popular leaders and any 1/2 of the most popular leaders, thus cutting down the total number of games required by 25%.
Trying to balance out victory conditions is a good idea too.
What about looking at each quatromaster subevent seperately. Split the number of games counting towards that category by the number of possible victory conditions (excluding Time). This gives the expected number of submissions of each victory type if it was split evenly. Then, if the number of games of a certain victory type is greater than, say, 1.5X this number then they start to have a reduced QScore value.
For example:
Someone has 20 games in their LoN so far. There are 6 (or maybe 7?) victory types: conquest/domination/diploUN/diploAP/space/cultural (and maybe vanilla/warlords space?). So a perfect split is 20/6 = 3.3 games. Giving a reasonable margin of 1.5X this number we get 3.3x1.5 = 5 games of each victory type accepted without penalty. So if the player has more than 5 conquest games currently counting towards their LoN, every game after the 5th highest one gets a reduced QScore. e.g reducing the score by 20% for each entry past the accepted number (but having a lower limit so that you never get an absolutley worthless qscore for a game).
I like what you are thinking about reducing the number of LoN games. If the leaders were grouped into two even groups with one being the least popular (hardest?) and one being the most popular (easiest). For LoN, players would have to submit a game for each of the least popular leaders and any 1/2 of the most popular leaders, thus cutting down the total number of games required by 25%.
Trying to balance out victory conditions is a good idea too.
What about looking at each quatromaster subevent seperately. Split the number of games counting towards that category by the number of possible victory conditions (excluding Time). This gives the expected number of submissions of each victory type if it was split evenly. Then, if the number of games of a certain victory type is greater than, say, 1.5X this number then they start to have a reduced QScore value.
For example:
Someone has 20 games in their LoN so far. There are 6 (or maybe 7?) victory types: conquest/domination/diploUN/diploAP/space/cultural (and maybe vanilla/warlords space?). So a perfect split is 20/6 = 3.3 games. Giving a reasonable margin of 1.5X this number we get 3.3x1.5 = 5 games of each victory type accepted without penalty. So if the player has more than 5 conquest games currently counting towards their LoN, every game after the 5th highest one gets a reduced QScore. e.g reducing the score by 20% for each entry past the accepted number (but having a lower limit so that you never get an absolutley worthless qscore for a game).
) thus all ancient starts for most events, and no Huyna capac.
Let's try to address that as part of the QScore disscussion rather than here, though.
... time to return to Civ ... and GOOD GRIEF! So much change, and so many complex suggestions.