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[GZG] Victory Point Systems - A Summary of the proposal

From: "B Lin" <lin@r...>
Date: Wed, 11 Jan 2006 10:41:34 -0700
Subject: [GZG] Victory Point Systems - A Summary of the proposal

Due to the moderate amount of discussion on this subject, and with
people jumping in at various places, I am presenting the Victory Point
System proposal in a single e-mail to make it easier for people read
about the salient points.

Victory Points for Full Thrust - A Proposal

Currently there is no standard method for determining the winner of a
scenario.  Except for custom crafted scenarios, many players rely on
NPV, ship count or other method to determine the "winner" of a game.

As recent discussions have shown, the use of NPV is not always a
straightforward determination of the value of a ship, which in turn
means it is not a reliable indicator of a victory.  Other factors such
as ship count and fleet position are also not easily tabulated into
comparable factors.  To simplify the process of determining who has won
a scenario, I propose to add a new system of Victory Points (VP).

1- Purpose of Victory Points
To determine who has won the game.  Either by convention or agreement of
the players, a specified number of VP are to be earned to win the game. 
In case of a tie or if both players exceed the required amount of VP on
the same turn, then a sudden-death format should be used with victory
going to the next player to score a VP.  

2- Determining Victory Points
The total value of Victory points for a side should be determined before
the game, and VP values assigned to each ship.	Based on player
agreement, VP can either be hidden or open, and various rules agreed on
for the assignment of VP to ships (i.e. minimum values, maximum values
etc.)

3- Victory Points During Play
As each ship is destroyed the opponent receives the VP value for that
ship.  If at the end of the turn, one player has met or exceeded his VP
goal, then he/she has won the game.

Actual implementation - examples of possible methods

Determining VP totals for a side 
 -     1 VP per 25 mass or 50 NPV
		or
-	1 VP per ship + 1 VP per 50 mass
		or
-	Total fleet NPV divided by 50

Assigning VP values to individual ships
-	1 VP per ship minimum
-	10 VP per ship maximum
		or
-	VP max = NPV/25

Determining VP goals
-	½ of own fleet VP value
		or
-	¼ of total game VP value

VP values may be hidden or open based on player preference.  Additional
VP may be assigned for specific scenario goals.

These are not hard rules or numbers and would need to be play tested to
determine what the correct balance for VP is.

--Binhan

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