Grytolle and I have done a lot of thinking on this subject, mostly for fun, but the ideas were good enough that I wrote them down. Since there was talk in the other thread, I figured I would post this. I still don't know if implementing a totally new system for the summer season would be a good idea, but on the other hand I'm not the one doing the coding.
This is only the first part of the details on the system. I consider the following to be the "core" of the system. I also wrote a lot of other stuff down, but it's more in the area of speculation... ideas that expand on the ones described here, but not essential to it (and are more contentious). I'll post them later, but for now I want the discussion to focus on the main ideas.
Two main principles guided our thinking when coming up with this system. The first, is that things should be kept fairly simple, or at least simpler than the current jdc scoring. The second principle is that players shouldn't lose points.
This system rewards activity a lot. All duels are worth "raw points", much like in the early jdc. But on the other hand, the amount of points very much depends on skill. While this will probably encourage some people do duel obsessively for maximum points, we must remember that every system we've used has some flaws in it, and there are always ways to try to curb such problems. The key is really to make a fun system that encourages people to be active - jdc is not a "serious" tournament like some others are, and can afford to have a system that rewards more than just raw skill.
But anyway, here is the main part of the .txt I wrote up.
BASIC SYSTEM
This is based off of JDC, so it uses many of the same principles. Competitors
arrange their own duels and everything is automated. The difference is this
system will go back to a sort of "points per duel" based formula like early JDC,
but with much more complexity and overall "fairness". Rounds would be
eliminated, and the tournament could potentially last much longer, possibly
indefinitely. Events would be scored as they are today, but duels and 2vs2s
would be different. Also, overall scores would be MUCH higher, so events would
obviously need to be worth more as well.
DUEL FORMULA
The formula for determining how many points a duel is worth is as follows. Note
that the numbers here will be adjustable.
Code:
duelPoints = 50 * (roastFall) * (qualityFactor) * (2 [if the duel is a win]) + 1
In other words, a 10-0 duel (in other words roastFall = 1.00) against an
opponent with perfect quality (1.00) would be worth 101 points directly to your
score. Losing a duel is worth significantly fewer points, with the absolute
highest amount possible using this formula being about 25 points, and the lowest
being of course 1 point.
Example 1: a 10-4 duel (roastFall = 0.71) versus an opponent with a
qualityFactor of 0.40 will be worth 50 * 0.71 * 0.40 * 2 + 1 = 29.40 points.
Example 2: a 5-10 duel (roastFall = 0.33) versus an opponent with a
qualityFactor of 0.80 will be worth 50 * 0.33 * 0.80 + 1 = 14.20 points.
QUALITY FACTOR
The "quality factor" is a new concept, which basically replaces the old opponent
quality and serves the same function. It too, is based off of win:loss, however
there is more to it than that. One possible method of doing it is below.
Code:
qualityFactor = ((opponent's win:loss overall) + (opponent's win:loss against you)) / 2
To put it simply, qualityFactor is an average of two values: the opponent's
win:loss record AGAINST YOU, and the opponent's OVERALL win:loss record. For
example, if your opponent's win:loss is 10:5 (0.66), and your opponent's record
against you specifically is 1:0 (1.00), then qualityFactor will equal 0.83.
The problem with this system is that it would be inaccurate and ineffective if
the database only had a few duels in the system to use as a basis for the
formula. Therefore, if you duel an opponent with fewer than six duels in the
database, the following alternative formula will be used for qualityFactor.
Code:
qualityFactor = 0.5
Finally, if a user DOES have enough duels in the database, but you have never
dueled them personally, the following formula will be used.
Code:
qualityFactor = opponent's win:loss overall
With this system you'll always get points for each duel. But dueling good
players will get you many more points than dueling bad players. Also, if you
duel someone many times and win each game, that player will be worth
significantly fewer points to you, due to qualityFactor being the average of
both that player's win:loss, AND their record against you.
Note that because of how qualityFactor works, the qualityFactor of a specific
user will be different depending on which user is viewing it. And likewise, it
would be impossible for you to view your own qualityFactor, since it is
impossible to duel yourself!
For 2vs2 games, the system would calculate the qualityFactor in a more complex
way.
Code:
qualityFactor = ((opponent 1 qualityFactor) + (opponent 2 qualityFactor) + (1 - (your teammate's win:loss)))/3
To put it simply, the system basically takes the average qualityFactor of the
members of the enemy team, and also counts the win:loss of your teammate
subtracted from 1. This means that qualityFactor for the 2vs2 game is dependant
on both how good the enemy players are, and how good your teammate is. If you
are playing against a pair of really good players, and your teammate sucks,
qualityFactor will be quite high.