Posted: Sat Aug 29, 2009 5:18 pm
Well there is a difference between game speed and reward for breaking armies. Two different objectives one for first place in a tournament the other for enjoyment.
Absolutely. And the bigger the reward for breaking amies, the less enjoyable it is when your losing opponent plays slowly enough that you can't break his army in the time available.hazelbark wrote:Well there is a difference between game speed and reward for breaking armies. Two different objectives one for first place in a tournament the other for enjoyment.
I'm quite happy with how they stand already Tim.madaxeman wrote:So +7 for an outright win and a countback based on results of games between the two players concerned would maybe be better from where you stand ?
+2 for almost breaking an enemy. Awarded when you are more than 1/3 from your break point but your opponent is 2 AP away.recharge wrote:Impose some form of scoring adjustment, so that if one side has a significant win in progress but runs out of time it gets a bonus similar to breaking the other army..
My Tibetans would be great bthen. 8 BG, kill them all to win.timmy1 wrote:Better way. Make army BP 1 BG per hundred points or part thereof. So a Britcon 800 point game would have army BPs as number of BG or 8 which ever came first...
Can't say I agree there. IMHO the scoring system currently used is the one thing in FoG that really favours swarm type armies. Add a limit to the number of BGs that count toward the army break point (say 14 or 15) and the problem pretty much goes away.babyshark wrote:Ugggh. All these proposals ad unnecessary extra layers of complexity. The current system is perfectly satisfactory.
I think this is fair-ish point. The advantage is usual in tournament of unfinished games by winning the ratio of losses. Not particularly critical.Ghaznavid wrote:Can't say I agree there. IMHO the scoring system currently used is the one thing in FoG that really favours swarm type armies. Add a limit to the number of BGs that count toward the army break point (say 14 or 15) and the problem pretty much goes away.babyshark wrote:Ugggh. All these proposals ad unnecessary extra layers of complexity. The current system is perfectly satisfactory.
Yes but since you haven't figured out the current scoring calculations, you could hardly be called a fair judge.babyshark wrote:Ugggh. All these proposals ad unnecessary extra layers of complexity. The current system is perfectly satisfactory.
Anyone have the data to back this assertion up?Ghaznavid wrote: Can't say I agree there. IMHO the scoring system currently used is the one thing in FoG that really favours swarm type armies. Add a limit to the number of BGs that count toward the army break point (say 14 or 15) and the problem pretty much goes away.
Maybe the easiest will be to increase the value af the camp, 2 point when you have bp of 8 is good, 2 point when you have bp of 18 means that you can loose yor camp without too many problems.recharge wrote:Impose some form of scoring adjustment, so that if one side has a significant win in progress but runs out of time it gets a bonus similar to breaking the other army..
Just a thought![]()
John
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.hammy wrote:Looking at the early period I make the number of decisive games per round (out of 21): 18,6,7,5,7,5 so the longer first game was a lot more decisive than the later ones. Overall 38% of games ended in a result.
In the later period out of 19 games there were decisive results in: 17,9,6,9,11,7 or just over 50% of the games. These figures are calculated by summing the total scores each round subtracting 20 times the number of games and dividing the result by 5. Remember that it is possible to get a 16-9 'win'
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?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.
Skilful (historical) generalship was as much about minimising a defeat as maximising a victory.ethan wrote: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?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.
My impression is that most ancient battles ended with decisive victories for one side or another. Now, there are probably some good reasons for this as the sample of battles fought is probably not a random sample of battles that might have been fought but that is a different issue.rbodleyscott wrote: Skilful (historical) generalship was as much about minimising a defeat as maximising a victory.