44 minutes ago, Turbo Toker said:3. I don't have an axe to grind with regen, I have an axe to grind with all point fortressing, regen or not. I would have an axe to grind solely with regen if you instituted this beautiful partial points scoring system that would fix all point fortresses except for regenerating point fortresses. Which tend to be the best point fortresses already.
The above scoring system fixes all fortresses including regen, if the objective is to "most accurately determine who would have won if the game continued untimed", or equivalently, "who had the better tactical upper hand when the clock ran out".
44 minutes ago, Turbo Toker said:3.5 I disagree with that idea, for the simple fact that you're not playing an untimed game. The win conditions are different. The timer is something that's part of the game that one can use towards your advantage (and I'm not talking about slow playing).
Under my system, a Miranda that has taken 10 damage and is still alive has failed to meet the win condition of killing off all enemy ships within the time limit. Since players have failed to do that, it goes to points destroyed. The enemy player wins because he's destroyed more points. And this isn't unfair because the Regen player like had more than enough health and time to chase down the other ship and kill it.
Semantically, you haven't destroyed anything of your opponent's if it is still on the board. But you have inflicted damage, even if it has been regenerated back. So, it sounds like your stated goal for a scoring system, if a game does not complete at time, would be: "to determine who has inflicted the most damage when the clock runs out", with the special caveat that regeneration does not reduce damage suffered for scoring purposes, and so damage inflicted can technically be infinite.
I disagree with your opinion of what the scoring goals should be. Consider this example:
Player 1 has a TIE Swarm.
Player 2 has Miranda + Corran Horn.
The TIE Swarm does a bunch of damage to both ships, but they regenerate it all back. Say they do 6 damage to Corran Horn and 12 damage to Miranda. At the end of the game it is one single TIE Fighter vs both Miranda and Corran Horn, who are at full health. Under your system, the TIE Swarm player wins. Do you not see the problem with that? This is the example of point #3 below.
2 hours ago, MajorJuggler said:Other issues:
- You have to track each damage to each regen ship somehow.
- You could get wins with well in excess of 200 MoV, and losses with less than 0 MoV (i.e. negative) under your system.
- Your opponent could have a 100% full health squad, and you could have 1/3 of your ships remaining, and you could be given a win.
#1 is annoying but not the end of the world if it really is the best implementation. But #2 and #3 indicate that the cure is worse than the poison.
I believe your argument above is that the Rebel player should have had plenty of time to kill the TIE swarm so he deserves to lose. You have created a scenario where the TIE Swarm can get to the point where he just has to slow play to win.
Edited by MajorJuggler