If you're implementing multiple handicap options rather than a single score, and you're planning to implement a separate menu anyway, what is the purpose of using divisors rather than simply specifying the exact number of lix/skills/spawn delay in that menu? That seems much cleaner as you know exactly what you'll get, and the UI is the same.
Also, I hope "skill handicap" is configurable per skill and not a blanket handicap, as I think adjusting all skills with the same factor/addition is going to be pretty useless 99% of the time.
If you do implement such a dialog, I think it could actually be integrated quite nicely with the single-score handicap that is determined by the level author as I proposed above:
In the special menu, you can select a handicap level (say via a slider, and all the options that you see adjust accordingly), but you can also manually modify the individual handicap stats (then the slider displays '?').
The aggregated handicap level (or '?') could then be shown in the lobby. This offers the advantages from both approaches: Full customizability of all stats, but also level-author handicap levels which will be more convenient for players that are less familiar with a given map.
I've also thought about how Ultimate Chicken Horse does handicap: Players can only nerf themselves (i.e. no positive handicap), and the handicap is essentially a score multiplier. I'm not sure the former limitation is necessary in lix, but I think a score multiplier might even be more powerful than e.g. adjusting the number of lix or any of the other options individually, and probably the only one that could somewhat stand on its own in most maps.
One other remark: So are you prioritizing handicap over neutral/pre-placed lix? While I certainly think the former is useful, I think it's only relevant to some sessions, and there are various temporary workarounds, while I think the latter opens up a lot of new gameplay potential for any kind of session.
Also, I hope "skill handicap" is configurable per skill and not a blanket handicap, as I think adjusting all skills with the same factor/addition is going to be pretty useless 99% of the time.
If you do implement such a dialog, I think it could actually be integrated quite nicely with the single-score handicap that is determined by the level author as I proposed above:
In the special menu, you can select a handicap level (say via a slider, and all the options that you see adjust accordingly), but you can also manually modify the individual handicap stats (then the slider displays '?').
The aggregated handicap level (or '?') could then be shown in the lobby. This offers the advantages from both approaches: Full customizability of all stats, but also level-author handicap levels which will be more convenient for players that are less familiar with a given map.
I've also thought about how Ultimate Chicken Horse does handicap: Players can only nerf themselves (i.e. no positive handicap), and the handicap is essentially a score multiplier. I'm not sure the former limitation is necessary in lix, but I think a score multiplier might even be more powerful than e.g. adjusting the number of lix or any of the other options individually, and probably the only one that could somewhat stand on its own in most maps.
One other remark: So are you prioritizing handicap over neutral/pre-placed lix? While I certainly think the former is useful, I think it's only relevant to some sessions, and there are various temporary workarounds, while I think the latter opens up a lot of new gameplay potential for any kind of session.