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Re: score graphs
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A more interesting feature would be a gray line matching the highest one, so you get a graph of what the maximum value was for the entire game, and where you stand relative to that, but the actual line does not represent any single player, but a composite of all players. Obviously, if the gray line is on top of your line, the player currently setting the line is you. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ah yes, this is better. Actually, showing two gray lines - the minumum and the maximum, would be just about perfect. |
Re: score graphs
Or three - the maximum, the minimum (and if that line is on top of yours, heh heh heh), and either the average or the median. They wouldn't need to be gray - say bright red for the maximum, dark blue for minimum, gray for median, and white for you.
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Re: score graphs
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-- Arryn, founding (and sole) member of the National Association for the Advancement of Retro Colors (NAARC) |
Re: score graphs
I like the idea of a maximum(composit)-line, it doesn't give away too much specific player info, but at the same time it provides some usefull info.
The minimum-line might not be that interesting, since it would just be zero after the first player is dead. One could make it the minimum of all non-zero player-stats, but then it would just show the stats of the current almost-dead player. The average/median-line would be a bit odd as well. You could average over all non-zero values and it might just work. But it would make some funny jumps whenever someone close to dying finally bites it. All in all I would still prefer this min/max/average approach to the current all or nothing system. Another idea would be to use the current system but only update the scores every Xth turn, where X is some player-controlled integer. This way you would get a snapshot of the values once in a while, but you wouldn't know if the different stats are rising fast or slowly decaying etc. With the --scoredumb command all these ideas should be possible to code, including a feature that enables the host to distribute the computed info to the players in some usable format. Might even look nice, and I would certainly give praise to the person (YOU ?) who completes this little exercise. [ August 05, 2004, 20:25: Message edited by: Ivan Pedroso ] |
Re: score graphs
Great replies, glad I brought this thread back up...
I guess it occurred to me that maybe something could be tweaked. During my first MP game, when I noticed a couple of the nations really climbing fast in the land grab and became rather concerned. It can, almost, drive your own strategy seeing things like this (this is a newb approach of course, but it could cause reactionary strategy like you were in some type of footrace!). Krool |
Re: score graphs
A variation Ivan’s suggestion of infrequent updates with the current system would be to time shift the graphs so that the “present” time of the graphs is actually N turns ago, where N is settable at game creation.
This way, by the time a change appears on the score graphs things have already moved on somewhat. The land grabbing player may have had time to consolidate his position, or the player who lost a large army may have recovered a bit. A player with a good idea of what is going on in the game and scouts all over should be able to extrapolate from the graphs and knowledge of what has happened recently, whereas a turtle in the corner would be less likely to be able to make decisive use of the information. |
Re: score graphs
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