Tournament Scoring Idea
Posted: Tue Mar 15, 2022 5:46 pm
First let's remove the capture points from the equation, for now.
Now let's approach it by using a flat rate. Let's just for this example assume 80 for the win. The next question what is a loss. Lets go with it's whatever you scored so we have an easy fluctuating base number to start with.
Now a win could fluctuate so we don't have an overwhelming amount of ties but keep the fluctuations at small rates. As an example lets assume strat com game mode, 80pt target, 2000pt list, 8 turns. Remember I am just assuming values for ease of example. I have not balanced these numbers for more than the time it took me to write this.
Added value can be given with: +2 completed game +1 for eliminating enemy OR +2 for score victory +1 on COMPLETED game win turn 5 or 6, +2 turn 4 and earlier, no bonus to 7
For the final bit to further reduce ties, on game win, we take army value and award what you have preserved
+3 for flawless victory or +2 for 75%-99% or +1 for 50%-74% of army value left alive.
Should you mange to both score the 80pts, and eliminate the last enemy off the board, I feel only the score win bonus should be applied. However applying both could work as long as it is consistent. This will raise the maximum possible by 1 if you go this route.
Now we have fluctuation of 82 - 89 with 86 probably being the most common by my guess. Yes I do also see possible abuses here but we will address them later here.
Next we have to calculate the loser score. We start with the score achieved. I assume score window to average out to 40 - 70.
Added value could be given with: +2 completed game +1 for game running full length of turns and finally we get points according to how much we destroyed of the enemy
+3 for 80%-99% +2 for 60%-79% +1 for 40%-50% of enemy army value destroyed
Now you can use point denial as a strat for your loss but only if you play the game. The better you do on destruction the worse they did on preservation.
The bye score I think is comfortable as the avg of maximum loss score and maximum win score. On my numbers that's 84. Here you stay in the realm of just above lowest win score but with in reach of the highest loss scores. Tie games can be decided by applying the base score achieved like a loss, but modifying the score with the game win bonuses.
So now we have a guessed AVG. value losing score at 42 - 76. In the extreme rare cases 32 being low at 1 cap held all game and the high loser score of 75 and maximum bonus granting you 6 so now at 81. This will put you 1 point behind the lowest winning score. That kind of scoring illustrates how close a game got. The winner is now assured their slot at the winning circle without removing the strategy of annihilation because of score loss. However the path of annihilation remains the lesser path to victory and to really eke out those couple more points and get the next highest seat you balance score and defense. Still if you eliminate the enemy on turn 4 and lose no units you will only be 1 point behind the top achievable score.
Now onto abuses and issues. The most glaring being how to score not played and incomplete games. Not played first. Check to see why they weren't played. If no one has selected then both players get a 0 score. I one of the players has at least selected the army in the game where they are first and nothing from the opponent in either then the absentee gets the 0. I think 0 is the only acceptable score for not trying to play. Now the player tried to start could be granted the bye score. As far as games that start and don't end we can figure the game normally. Now the scores wont have the bonuses requiring a completed game. For the winner being able to start at 80 for winning off the bat means the opponent that delayed the game and lost won't be able to deny a large amount of points, and nearly assures us they will be bumped to the bottom of the ladder with the rest of the non players as they will have really low scores.
Now we have more incentive for everyone to play out their game not just for the win but to also mitigate loss and remain competitive. It keeps high gamble strats just that, a gamble, but one that can pay off. Lets face it though there are going to be abuses. In cases of obvious abuse such as the winner not playing turns because the scores are close and next turn might shift the score then somehow being able to report, review, and punish these cases would help a lot. Tournament managers should be able to retroactively alter a score to reflect a decision on an abused game. In these cases the bye score modified by the game loss army destruction bonus can rectify the situation.
So now lets get to pointing out other abuses and things I didn't think of here, because even if this isn't an idea that get's into game it might turn into that good core that people wanting to host their private tourneys can build around.
Now let's approach it by using a flat rate. Let's just for this example assume 80 for the win. The next question what is a loss. Lets go with it's whatever you scored so we have an easy fluctuating base number to start with.
Now a win could fluctuate so we don't have an overwhelming amount of ties but keep the fluctuations at small rates. As an example lets assume strat com game mode, 80pt target, 2000pt list, 8 turns. Remember I am just assuming values for ease of example. I have not balanced these numbers for more than the time it took me to write this.
Added value can be given with: +2 completed game +1 for eliminating enemy OR +2 for score victory +1 on COMPLETED game win turn 5 or 6, +2 turn 4 and earlier, no bonus to 7
For the final bit to further reduce ties, on game win, we take army value and award what you have preserved
+3 for flawless victory or +2 for 75%-99% or +1 for 50%-74% of army value left alive.
Should you mange to both score the 80pts, and eliminate the last enemy off the board, I feel only the score win bonus should be applied. However applying both could work as long as it is consistent. This will raise the maximum possible by 1 if you go this route.
Now we have fluctuation of 82 - 89 with 86 probably being the most common by my guess. Yes I do also see possible abuses here but we will address them later here.
Next we have to calculate the loser score. We start with the score achieved. I assume score window to average out to 40 - 70.
Added value could be given with: +2 completed game +1 for game running full length of turns and finally we get points according to how much we destroyed of the enemy
+3 for 80%-99% +2 for 60%-79% +1 for 40%-50% of enemy army value destroyed
Now you can use point denial as a strat for your loss but only if you play the game. The better you do on destruction the worse they did on preservation.
The bye score I think is comfortable as the avg of maximum loss score and maximum win score. On my numbers that's 84. Here you stay in the realm of just above lowest win score but with in reach of the highest loss scores. Tie games can be decided by applying the base score achieved like a loss, but modifying the score with the game win bonuses.
So now we have a guessed AVG. value losing score at 42 - 76. In the extreme rare cases 32 being low at 1 cap held all game and the high loser score of 75 and maximum bonus granting you 6 so now at 81. This will put you 1 point behind the lowest winning score. That kind of scoring illustrates how close a game got. The winner is now assured their slot at the winning circle without removing the strategy of annihilation because of score loss. However the path of annihilation remains the lesser path to victory and to really eke out those couple more points and get the next highest seat you balance score and defense. Still if you eliminate the enemy on turn 4 and lose no units you will only be 1 point behind the top achievable score.
Now onto abuses and issues. The most glaring being how to score not played and incomplete games. Not played first. Check to see why they weren't played. If no one has selected then both players get a 0 score. I one of the players has at least selected the army in the game where they are first and nothing from the opponent in either then the absentee gets the 0. I think 0 is the only acceptable score for not trying to play. Now the player tried to start could be granted the bye score. As far as games that start and don't end we can figure the game normally. Now the scores wont have the bonuses requiring a completed game. For the winner being able to start at 80 for winning off the bat means the opponent that delayed the game and lost won't be able to deny a large amount of points, and nearly assures us they will be bumped to the bottom of the ladder with the rest of the non players as they will have really low scores.
Now we have more incentive for everyone to play out their game not just for the win but to also mitigate loss and remain competitive. It keeps high gamble strats just that, a gamble, but one that can pay off. Lets face it though there are going to be abuses. In cases of obvious abuse such as the winner not playing turns because the scores are close and next turn might shift the score then somehow being able to report, review, and punish these cases would help a lot. Tournament managers should be able to retroactively alter a score to reflect a decision on an abused game. In these cases the bye score modified by the game loss army destruction bonus can rectify the situation.
So now lets get to pointing out other abuses and things I didn't think of here, because even if this isn't an idea that get's into game it might turn into that good core that people wanting to host their private tourneys can build around.