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Lix Main / Re: Handicap in Multiplayer
« on: September 24, 2022, 07:39:50 AM »
Interesting, my intuition is that score divisor is going to be the single most applicable kind of handicap (unless you're playing all-or-nothing maps), while I feel that the blanket skill divisor is going to be un-fun and rather useless. The rationale is that you want to limit/cut the strong skills for the stronger player, while keeping the utility skills unaffected. The blanket skill divisor does the opposite: Your utility skills get cut in half (so the strong player runs out and gets frustrated), while the skills allowing to wreak havoc with in small amounts (e.g. digger, blocker) will remain available to some extent. So I don't think skill divisor is going to be all too useful unless you can set it for each skill individually.
Also curious to see you're trying to implement fractional scores. I would have thought in practice it'd be fair to just round up to the next integer (and call it a tie if the scores match). The "divisor" is a somewhat arbitrary number anyway, and changing it in small ways will affect your score by more than an integer, so it doesn't seem like precision is really needed (but happy to be proven wrong with some case scenario).
I'll try to make it to the fireside chat tomorrow night, curious to discuss, not sure I'll be able to make it though.
Also curious to see you're trying to implement fractional scores. I would have thought in practice it'd be fair to just round up to the next integer (and call it a tie if the scores match). The "divisor" is a somewhat arbitrary number anyway, and changing it in small ways will affect your score by more than an integer, so it doesn't seem like precision is really needed (but happy to be proven wrong with some case scenario).
I'll try to make it to the fireside chat tomorrow night, curious to discuss, not sure I'll be able to make it though.