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HeroScape General Discussion General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. |
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#25
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
That's how I was interpreting it: badly phrased on my part, sorry. My internal representation has everyone starting tied and so I think of "primary tie-breaker" and "first way of determining the outcome of the tournament" interchangeably.
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#26
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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This approach does complicate things when it comes to soul devour/mindshackle/stab in the back, as you not only count them as a "kill" for the figure-stealing player, but you have to subtract surviving turncoat figures from the kill total for the betrayed player (basically, you have to double-count the turncoat). But overall, this is slightly more fair. Is there a link anywhere to the "standard" partial scoring method? Last edited by dok; April 16th, 2009 at 12:52 PM. Reason: clarity |
#27
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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You will of course have exceptions - RobertDD's Kato vs. Q9 is a perfect example. But that's really a function of the time limits. If you play that out, you'll most likely end up with a wounded Q9, and 90 points for a 2-wound Q9 standing at the end sounds about right to me. I would be happy using some function of point differential as oppose to pure point diff. The idea would be to try to make the function nearly linearly related to the probability (over 50%) of the same player winning if that match happened again. Throwing point diff on a log scale seems like an easy approximation. To pick something out of a hat, say winner gets log(1+diff/50): so winning by 50 would be half as good as winning by 150, which would be half as good as winning by 350. Quote:
As far as (b) goes... I think that if I put some effort into it, I could code a user interface that would be pretty easy to use. Enter player 1 ID number, enter player 2 ID number, enter point diff (P1 - P2), verify that everything is right ("You are entering that Ollie defeated dok with a point differential of 75. Is this correct?") and out spits a new updated ranking list. So, I suppose it could be set up to run on its own. EDIT: I got that first-order update wrong. I was trying to make it simple, but it actually breaks on edge cases. So I need to do a real weighted average, which is actually a bit more complicated: Code:
New ranking = old ranking*(games played-1/games played) + (old ranking - opponent's ranking - game point diff)/(games played) Last edited by dok; April 16th, 2009 at 01:00 PM. |
#28
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
While I love this type of stuff as a player and observer of Heroscape (see, for example, the NERV), as a TD I really don't like it. Ease and clarity easily trump everything else, as long as winning is at least roughly correlated with finshing higher up the standings. I want people to be able to weigh the importance of a game before/while it is happening if at all possible (at the "If X wins this then she goes into the lead; if Y wins he'll pull into equal first place" level of analysis).
Analysing events in this way after the fact could be interesting though. EDIT: Quote:
Last edited by ollie; April 16th, 2009 at 01:50 PM. |
#29
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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#30
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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I suppose (if you want them to be equivalent) you also need to also add the proviso that undropped AE count for 110 points if the player still has other figures on the board, and same for Rechets if the player has Iskra on the board. So, this way of looking at it has its own quirks, but it avoids the extra book-keeping for mindshacklers. |
#31
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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While no-one is claiming that having the most points remaining is an especially reliable indicator, I haven't heard a better one. (Apart from this one .) |
#32
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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If you think the goal is to kill opposing figures, then "kill differential" would be your incomplete game standard. If you try to back that out to an isomorphic "surviving point differential" measure, it requires adding in 5 points for a 495 point armies. If, on the other hand, you think the goal is to survive, then you wouldn't support the add-on points, except perhaps when calculating point differential on a completed game (i.e. when one army is entirely wiped out). Quote:
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#33
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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Beyond my fundamental point that it's who has the most points on the board when time is called that is more likely to go on to win, whether you think killing or surviving is the point of the game, I see those missing 5pts as already killed. If your opponent doesn't bring them, you can't kill them. In the same way that someone who leaves a rat off the board gives her opponent a 10pt head start for "killing" that rat, if someone comes with just 495pts he gives his opponent those 5pts in any reasonable system as far as I can see. |
#34
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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#35
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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And, to attempt to steer the thread back towards the topic of the proposed system which essentially does away with the need for this (or, at any rate, relies on it a lot less than all of the standard structures (except one---I won't provide the link this time )) I'm planning to reformulate a few things based on all of this excellent discussion and have a more polished set of guidelines soon. My intention is to use this format at a tournament in the Fall. |
#36
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Re: An Alternative Tournament Structure: A Recipe for Chaos?
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**If I win two games slowly (100%)I beat the guy who went 6-1 (86%)** That way of thinking is lame. Your system defeats that. Consider having another splitter being kill points per game (Kpg). What's that? Kpg = Total points killed in all games / # of games played. Come to think of it, the Kpg method sounds better than the traditional point differential method. It levels out the 'blow out games' and makes the 'close' games not as detrimental to overall scoring...hmm. There is no difference, for all have sinned and fall short of the glory of God, and are justified freely by his grace through the redemption that came by Christ Jesus. Romans 3:22-24 |
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