rbodleyscott wrote:ethan wrote:rbodleyscott wrote:
In my view approximately 50% decisive results is what we should be aiming for. Any higher proportion and there is no reward for rapid, decisive play, and many players will be twiddling their thumbs for the last hour of each round after finishing early.
As has been stated above, Britcon is a special case, becase it has 6 rounds, making the Swiss Chess pairing system more "effective" overall. In the later rounds players of very similar levels of skill will be matched, inevitably leading to more indecisive results.
Do we really want decisive games to primarily happen when there are big mis-matches in skill? What would seem like a reasonable decision rate on the top tables?
Skilful (historical) generalship was as much about minimising a defeat as maximising a victory.
If tournament games are not about skill, what are they about?
If you have a high decision rate when skill is equal, it can only be due to luck. Why would we want a lot of major score differentials to be decided by luck?
A very high decision rate could be achieved by tossing a coin.
The term "decisive game" is not well-defined.
It could be one in which one side kills a lot of the enemy and loses hardly anything itself, possibly ending with neither army routed. E.g. a 19-1
It could be one in which one army is routed, possibly having nearly routed the opposition. E.g. 16-9.
Now, one of these is more likely with mismatched players, the other with matched players. The narrower margin is with the matched players. I don't think many would object if evenly matched games normally ended 16-9 instead of timing out at 11-9. 16-9 is still a significant margin and quite likely to be decided by luck, but many people seem fixated on the need to finish games and favour a score system that rewards finished games more than unfinished ones. If you want evenly matched, finished games to have a smaller score differential then you need to change the score system, e.g. make the win bonus a sliding scale based on margin of victory instead of a fixed 5 points (I'd certainly be happy with that).
Historical battles were normally fought without a time limit, leading to the inevitable rout of one or other army, which would also be the case in FOG if there were no time limit.
One possibility you could look at is setting a shorter time limit for early games which are likely to be mismatched (hence over quicker) and a longer time limit for later rounds. That would allow more drinking time on a Saturday at the expense of having to get up earlier on Sunday. How many players would be in favour of that, I wonder?