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Re: [VANILLA-LIST:3128] changing the winning conditions for clue games
On Fri, May 05, 2000 at 02:15:34PM -0600, Jonathan Ellis wrote:
>
> > Here is one possible formula:
> >
> > team1_points = (team2_army_def - team1_army_def) * 2 + team1_army_surplus.
>
> > 4) Army stashing gives points, but using those armies gives a relatively
> > larger number of points.
>
> Whad I'd be worried about is seeing this encourage stashing even MORE than
> it is now. As it stands, a team could choose between a guaranteed five
> points for leaving the armies on the planet, or a possible ten for dropping.
> (Or zero, if the count is taken while the armies are on board the carrier.)
> Maybe just adjusting the army_def multiplier upwards would be enough.
Well, we could include armies onboard to count towards army_surplus. Also,
The upside would be 20 points since you gain 10 while the enemy loses 10.
And yes, we could adjust the army_def multiplier. We could even remove the
army_surplus so that it gives no points at all, but I think some credit
should be given to a team that does ASW or bombing well.
> Obviously in any such scheme you'd want a very fine-grained timer so that
> you don't introduce a "playing the clock" factor where teams try to time
> their takes just before the score update.
I was thinking of updating every tick (10/sec) but the interval can probably
be reduced to once every 10 ticks (1/sec). The results would be normalized
of course. A score of 123,456,789 vs 123,456,788 would be a bit absurd. :)
--
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| world rejoiced. Try to live your life
Virtual Endoscopy Center | so that when you die, you will rejoice
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