Message text The disadvantage of this approach is tha a scenario has to be played a lot of times before we have a significant statistic. Meanwhile, stats will be affected by "wrong" ratings, and that will repeat for every new scenario.
I guess an Aircraft Rate (ACELO) would do a better work. From start, it can be computed simply by the aircraft stats: Nr. of moves, hit points, fuel, stability etc (I'll try to do it).
(Hope following tables are rendered correctly)
E.g. let's take our Gold-vs-Copper:
Player Score Wins Loses
Gold 1600 +10 -50 Copper 1200 +50 -10
Now immagine Gold's plane is worth 25, and Copper's one is worth 50 (1/2). So Gold's score is doubled and Copper's is halved:
Player Score Wins Loses
Gold 1600 +20 -25 Copper 1200 +25 -20
Or the other way round (2/1):
Player Score Wins Loses
Gold 1600 +5 -100 Copper 1200 +100 -5
As anybody can see, a good pilot on a bad plane still gets some score, while a good pilot on a good plane gets even less than "normal" ELO.
Normally, "rookie fishers" play in one-on-good (them) against many-on-bad (rookies). This way, with ACELO, is even less rewarding. Especially facing the perspective of loosing a lot of points due to a rookie's lucky shot.
Another gues, yet to be verified, is that rokkie fishing happens in "standard" games, without special damage. It makes sense, as it eliminates the chances of lucky shots. So another good idea, IMO, would be to have different stats for simplified, standard and advanced games. Probably, "hard" gamers will snob simplified and standard stats, leaving fishermen to their misery.
Remember: the only real damage fishermen do is to unbalance stats. On another POW, their "hard way" teaching on rookies is even commendable. 
Another (IMO better) idea would be simply to record in stats only advanced games. Simplifiend and standard are for greenhorns! 
It is IMO mandatory, anyway, to keep different stats for different games (simplified, standard and advanced). IMHO they are in all effects different games. |
|
|