View Full Version : Scoring System Based on City Value
GEnie_wieder_war
07-03-2011, 12:08 AM
I would like to introduce a new scoring system based on city value. It won't have to replace the old one based on killed hitpoints, but it would be a valuable addition. (We had two different systems at the same time before, this shouldn't be too complicated.)
My idea:
Every player gets his current city value as a score every 5minutes/hour/12hours/day (it depends on the speed of the server - the game should not become too slow by this). A player's total score is just the sum of these scores. (Maybe devided by 1,000,000 to avoid too large numbers ;) )
This should encourage fighting from the beginning: Owning a city on the first day of the reset gives you just as many points as on the last day...
Sit back and save won't lead to the top: Savers might still be able to conquer half of the world three days before reset, but that won't generate enough points to "win" the game. ( I know what I'm talking about: This way I usually show up on the top list every end of a round... :) )
Coming feature: If industry is reintroduced, it would just fit nicely into this scoring system.
HouseOfRothschild
07-03-2011, 12:32 AM
This sounds like a good idea to me. As long as, just like you mentioned, we also keep the HP score ranking system as well. It gives different styled players a goal to aspire for.
I have not done much city holding to be honest, although I plan to give it a go next round, so I am not sure how much action city holding gets other than "take city, lose or defend city, retake when lost". One thing about being a fresh-faced whippersnapper around these parts that I know for certain is that I have a currently insatiable blood lust for battle, which leads me to seeking out cities to wipe out, rather than occupy. I am rather impatient right now to wait for the battles to come to me. :) So please keep the HP ranking system as well.
ghetto bob
07-03-2011, 01:17 AM
owning a city worth less than the divisor would be a detriment to a players score wouldn't it?
ghetto bob
07-03-2011, 01:27 AM
not a detriment as much as not being worth owning, sure you'll get your .000005 points every cron run for owning Alert, Canada but it will take 200,000 cron runs to earn 1 point.
GEnie_wieder_war
07-03-2011, 01:52 AM
owning a city worth less than the divisor would be a detriment to a players score wouldn't it?
No, of course not. The divisor has no influence of the score at all, it would only be there for optical reasons: We would encounter large numbers like 118,247,376,554 and 97,386,356,298 which are difficult to compare (you may find yourself counting the digits first ;)). 118,247 and 97,386 can be interpreted more easily.
Although on second sight I would say using the logarithm here would even do a better job. :p
ghetto bob
07-03-2011, 02:02 AM
there has to be a mechanism that makes owning small cities worth the effort
GEnie_wieder_war
07-03-2011, 02:17 AM
there has to be a mechanism that makes owning small cities worth the effort
There can be added a fixed value to each city, similar to the calculation of the city income.
ghetto bob
07-03-2011, 02:28 AM
That's been the constant problem with using city value to help calculate score. If you can come up with an equation that makes sense then I'm sure it would be considered.
GEnie_wieder_war
07-03-2011, 03:05 AM
The equation would be:
S=V+N*F
with S = score
V = city value
N = number of owned cities
F = fixed value [100,000 ... 1,000,000]
Determining F will put emphasis either on owning high valued cities (F~100,000) or on owning many cities (F~1,000,000).
Jeff Lebowski
07-03-2011, 04:00 AM
I would like to introduce a new scoring system based on city value. It won't have to replace the old one based on killed hitpoints, but it would be a valuable addition. (We had two different systems at the same time before, this shouldn't be too complicated.)
My idea:
Every player gets his current city value as a score every 5minutes/hour/12hours/day (it depends on the speed of the server - the game should not become too slow by this). A player's total score is just the sum of these scores. (Maybe devided by 1,000,000 to avoid too large numbers ;) )
This should encourage fighting from the beginning: Owning a city on the first day of the reset gives you just as many points as on the last day...
Sit back and save won't lead to the top: Savers might still be able to conquer half of the world three days before reset, but that won't generate enough points to "win" the game. ( I know what I'm talking about: This way I usually show up on the top list every end of a round... :) )
Coming feature: If industry is reintroduced, it would just fit nicely into this scoring system.
Stop reading my thoughts!
Seriously, this is one of the biggest changes that I see as "necessary". My idea involves more factors then just city income, but city income, value, attacks/defense and killed HPs are all figured into the equation.
RagingMongoose
07-03-2011, 10:55 AM
Stop reading my thoughts!
Seriously, this is one of the biggest changes that I see as "necessary". My idea involves more factors then just city income, but city income, value, attacks/defense and killed HPs are all figured into the equation.
Can I take credit for this one? Posted just a little over 1 year ago:
I think score should be implemented to include troops killed and value. There could be an hourly cron which adds the number of experience points killed in the last hour, to the total value gained and still held at the end of that hour compared to the last. The total of this calculation would then be added to your score. If the numbers need to be kept managable, the total of this calculation could then be divided by x to give a smaller number.
For example:
In 1 hour, player X takes and holds 4 cities worth 5 million each, killing a total of 100,000 experience points. Total value gained in 1 hour = 20,000,000. So, 20,000,000 + 100,000 = 20,100,000 score points.
In 1 hour, player Y hits and runs 20 cities, holds no value, but kills 1,000,000 experience points. Total value gained in 1 hour = 0. So, 0 + 1,000,000 = 1,000,000 score points.
With this calculation, hit and runners would only be rewarded for the troops they killed as they don't hold value, yet people who attacked and held cities would get a multiplier effect. This means that attacking and holding cities is rewarded more highly than hitting and running cities, which I think is fair. I've never seen a hit and runner wait for 1 hour between attacks so it would make it difficult to abuse on a large scale.
I haven't thought this through completely, it's just a quick post, but to me this seems like a fair overall representation of rewarding player activity.
And don't use the "I thought of it before you joined" line, that would be unfair - mainly because it really damages my ability to take credit! Oh yeah, and I still haven't thought it through completely haha.
Prophet
07-03-2011, 11:03 AM
I thought of it in 2005 before the game was created...so there.
RagingMongoose
07-03-2011, 11:12 AM
I thought of it in 2005 before the game was created...so there.
Haha, well there's really no way for me to win this, I can't even claim to have thought of it shortly after birth because you're older than me!
Anyway, back on point, I think a true score system would be a great addition, especially if it worked a bit more accurately than the last one. I was always a score player back on the old server, just seemed to mean more fun could be had. In the current game I think it would help to vary some of the alliance strategies and help alleviate the "sit, NAP, and save" mentality a little bit.
Prophet
07-03-2011, 11:22 AM
Haha, well there's really no way for me to win this, I can't even claim to have thought of it shortly after birth because you're older than me!
Anyway, back on point, I think a true score system would be a great addition, especially if it worked a bit more accurately than the last one. I was always a score player back on the old server, just seemed to mean more fun could be had. In the current game I think it would help to vary some of the alliance strategies and help alleviate the "sit, NAP, and save" mentality a little bit.
If I do it I'll add total jewels to the equation just to mess with people.
RagingMongoose
07-03-2011, 12:00 PM
If I do it I'll add total jewels to the equation just to mess with people.
Did you hear the wind pick up outside Prophet? Well that's from GEWar's collective sigh of anguish at your last post haha.
HouseOfRothschild
07-03-2011, 01:59 PM
^^^^ Thanks a lot guys. That is all we need. :mad: lol
GEnie_wieder_war
07-05-2011, 07:08 PM
The equation would be:
S=V+N*F
with S = score
V = city value
N = number of owned cities
F = fixed value [100,000 ... 1,000,000]
Determining F will put emphasis either on owning high valued cities (F~100,000) or on owning many cities (F~1,000,000).
The scoring system need not be perfect from the beginning. However, if we start with the equation above and improve it over time the game would become more interesting at once.
Just my thoughts. :lgewar
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