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.
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.
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.
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"War is young men killing other young men they do not know on the orders of old men who know one another too well."
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.
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.
__________________
"War is young men killing other young men they do not know on the orders of old men who know one another too well."
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.
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"Maybe he should join another alliance and learn how to play this game instead of always moaning about the better players..." -King_Diamond