Red Five wrote:7. Change tiebreaker rule : add highest number of captured bases total as the first decider (1. captured bases total, 2. least rds in won games, 3. kill/loss, 4 random).
I like this idea, but I think the hierarchy should be changed.
My biggest beef with toruneys is that there's incentive to take as few rounds as possible in round robin rounds (and thus, reeeeallly long turns). I think the tie-breaker order should be:
1. Units Killed (value)
2. captured bases total
3. least rounds in won games
4. random
My reasoning behind having kills first is that it provides incentive to get as many moves in as possible. With rounds essentially a non-factor, it wouldn't make sense to drag out a turn.
Also, regarding the captured bases total, does recapturing a base count? I only ask because I'm wondering if there'd be a way to exploit this tie-breaker by farming the base capture number. (This is just a thought from left-field, not sure how it'd play out, just seems exploitable).
Disagree. Kill/loss will not be a better first meassurement. Think about a round robin where one matchup leads to long buildup and much unit value on the board... the kill/loss from that match will make the other kill/loss from other matchups to matter little, even though there might be better play with faster wins in other games.
Captured bases will increase in the way you describe.. but i dont see how its exploitable...?