A discussion that I have been having with a player off list has sort of dove-tailed with some of Brad's ideas. Check it out and feel free to comment.
···
>>Clint--
>>
>> In my opinion the most elegant solutions are the simplest. I do not
>> want to dazze you with calculations and variables. The essence of my
>> proposal is to use a proven and true method such as handicap in
>> golf. Below is one sample implementaion, but others are possible:
>>
>>1) Review Bobbins site, determine the mean nation, assign the mean nation
>>a point multiplier of 1.00
>>
>>2) For every nation above the mean apply an end game multiplier which is a
>>progressively lower fraction depending on how far above the mean (aka
>>powerful) the nation is. Thus nations above the mean receive a
>>proportional HANDICAP
>>
>>3) For every nation below the mean apply an end game multiplier which is a
>>progressively higher fraction (> 1.00) depending on how far below the mean
>>(aka weak) the nation is. Thus nations below the mean receive a
>>proportional BONUS.
>>
>> The beauty of this implemetation is the simplicity. Every position is
>> assigned a multiplier which is used only once at the end of the game
>> versus their accrued points. The labor to implement such a scheme lies
>> mainly in determining the relative positions of each nation. Kevin has
>> largely done this already, with a few tweaks this issue is solved. As to
>> the specifics of the exact multipliers, and an appropriate
>> graduated/degrading scale, I am certain the many math wizards we have in
>> the game will gladly pitch in.
>>
>>Brian Hancock
>>
>>On Monday, September 16, 2002 5:16 PM, Middle Earth PBM Games > >><me@middleearthgames.com> wrote:
>> >I like this as an idea. Would you be able to provide a working model of
>> >it? We're looking for input and at present I am swamped with emails about
>> >the project as it is.
>> >
>> >Clint
>> >
>> >At 20:55 16/09/02, you wrote:
>> >>Clint--
>> >>
>> >> I think the easiest method for adjusting relative strengths is to apply
>> >> q fractional multiplier to the ending points based on what nation they
>> >> are playing. The weaker the nation the greater the multiplier. Kevin
>> >> Bobbins has done a fairly good job at his website of indictaing where
>> >> every nation stands relative to one another. This could be used as the
>> >> basis for what multiplier to assign each nation. Some oversight will
>> >> have to be done with the numbers as Cardolan for instance is ranked 8 for
>> >> artifacts instead of 10/20 when they have NO artifacts nor any way to get
>> >> any. By in large though Kevin has an accurate representation.
>> >>
>> >>Brian Hancock #110049
A discussion that I have been having with a player off list has sort of
dove-tailed with some of Brad's ideas. Check it out and feel free to comment.
RD: Looks good to me.
Richard.
> >>Clint--
> >>
> >> In my opinion the most elegant solutions are the simplest. I do not
> >> want to dazze you with calculations and variables. The essence of my
> >> proposal is to use a proven and true method such as handicap in
> >> golf. Below is one sample implementaion, but others are possible:
> >>
> >>1) Review Bobbins site, determine the mean nation, assign the mean nation
> >>a point multiplier of 1.00
> >>
> >>2) For every nation above the mean apply an end game multiplier which is a
> >>progressively lower fraction depending on how far above the mean (aka
> >>powerful) the nation is. Thus nations above the mean receive a
> >>proportional HANDICAP
> >>
> >>3) For every nation below the mean apply an end game multiplier which is a
> >>progressively higher fraction (> 1.00) depending on how far below the mean
> >>(aka weak) the nation is. Thus nations below the mean receive a
> >>proportional BONUS.
> >>
> >> The beauty of this implemetation is the simplicity. Every position is
> >> assigned a multiplier which is used only once at the end of the game
> >> versus their accrued points. The labor to implement such a scheme lies
> >> mainly in determining the relative positions of each nation. Kevin has
> >> largely done this already, with a few tweaks this issue is solved. As to
> >> the specifics of the exact multipliers, and an appropriate
> >> graduated/degrading scale, I am certain the many math wizards we have in
> >> the game will gladly pitch in.
> >>
> >>Brian Hancock
> >>
> >> >I like this as an idea. Would you be able to provide a working model of
> >> >it? We're looking for input and at present I am swamped with emails
> about
> >> >the project as it is.
> >> >
> >> >Clint
> >> >
> >> >>Clint--
> >> >>
> >> >> I think the easiest method for adjusting relative strengths is to
> apply
> >> >> q fractional multiplier to the ending points based on what nation they
> >> >> are playing. The weaker the nation the greater the multiplier. Kevin
> >> >> Bobbins has done a fairly good job at his website of indictaing where
> >> >> every nation stands relative to one another. This could be used as the
> >> >> basis for what multiplier to assign each nation. Some oversight will
> >> >> have to be done with the numbers as Cardolan for instance is ranked
> 8 for
> >> >> artifacts instead of 10/20 when they have NO artifacts nor any way
> to get
> >> >> any. By in large though Kevin has an accurate representation.
> >> >>
> >> >>Brian Hancock #110049
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···
----- Original Message -----
From: Middle Earth PBM Games
To: mepbmlist
Sent: Wednesday, September 18, 2002 3:59 PM
Subject: [mepbmlist] Fwd: Re: Bree 18 Please read article on Player Ratings
> >>On Monday, September 16, 2002 5:16 PM, Middle Earth PBM Games > >><me@middleearthgames.com> wrote:
> >> >At 20:55 16/09/02, you wrote: