Re: Discussion on scoring systems ...
"David Maletsky" <[email protected]>
| Newsgroups | gmane.games.diplomacy.judge.dp.discussion |
|---|---|
| Message-ID | <EA397AE48CCC4C6CB4761C3696DAF9AC@davidiciuxhd29> |
Going through the criteria one by one: R: I find it difficult to imagine anyone having a serious objection to the "R" criterion. You might consider adding some sort of appeal to the GM process for cases of extreme tragedy... like, someone was maimed & lying in a hospital, someone's immediate family suddenly died, etc. But the basic concept is sound, regardless. A: The acronym seems to break down here... it could very well be that someone sends a ton of venomous e-mails, and wins many "a"micability points. I'm on the fence about this one, and I'd like to hear more of the rationale why you think it's a positive scoring element. C: I'm not a fan of this one, and I'll give you an example from this past weekend why I'm not. I was Turkey on a board where come S1902, it was extremely obvious to me that F/G were married, and were going to roll England faster than I would be able to break out of my corner, unless I did something about it. However, being in Turkey, I couldn't directly affect events in the West. So, I established good relationships with A/I/R, waived my build in 1902, and tried to push them into F/G before it was too late. Sadly, R misordered frequently and A/I, while individually trusting me, didn't trust each other, so the prophecy came true and F/G both finished in excess of 10, well over stalemate lines, while I was only at 6 when the game was called. Point being, I made the optimal strategic decision for my position, and under "C"apability scoring, I would be punished. Note that tempo isn't just about moving one's own position forward in a vacuum... it's about moving one's position forward relative to the tempo of everyone else on the board. E: I think this criterion has one significant merit, and one significant cost, and that it's a matter of preference how you end up weighing them. The merit is that it provides small powers motivation to remain active, particularly newer players; the cost is that it creates an unlevel playing field, that is to say, game 1 has more total points available than game 2. S: For sake of ease, preserving the same ratio, you might want to make a solo worth 68 points, and have 34 points divided on the basis of number of supply centers. Center-based scoring is one of the least objectionable, in my experience, so I count this as a positive element.