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Currently, when time expires and everyone still has characters that are alive, it comes down to victory points to determine the winner. In the event that victory points are equal a roll-off is then used to break the tie.
Is it possible to change it that so that instead of a roll-off, you instead:
1. calculate (see below) and add up damage points for each character on your opponent's team that is still alive.
2. the player with most damage points wins.
3. if, after #2 there is still a tie, then do a roll-off
To calculate damage points: multiply #clix of damage by the points that the character is worth, divide by #total clix of life and round up.
For example, I inflicted 5 clix of damage on your Heimdall who has 149 points and a total of 9 clix of life. Damage points earned from Heimdall = (5x149)/9 = 82.777.... rounded up = 83.
And, let's say you inflicted 5 clix of damage on my SI Dr. Strange who also has 149 points but a total of 8 clix of life. Damage points earned from Dr. Strange is higher: (5x149)/8 = 93.125 = 94 (rounded up)
Even though you also inflicted 5 clix of damage on my SI Dr. Strange, it calculates differently because Dr. Strange has less clix thus making each click more valuable compared to Heimdall.
So let's say time runs out and I inflicted 5 clix of damage on your Heimdall and you inflicted 5 clix of damage on my SI Dr. Strange, then I would have 83 damage points and you would have 94 damage points and you would win.
What do y'all think? Is that viable? too complicated? ties in victory points hardly ever come up. But you only have to do this calculation when there is a tie. And, it gives you credit for work done instead of just doing a roll off.
"Strength of schedule" was always a nice way to determine a winner in ties. It's a methodology used by other games/companies for that purpose.
Having said that, I still prefer Dance-Offs as tie-breakers.
All in all, however, I feel the current system is fine.
Quote : Originally Posted by wintremute
I really, really, really wish there was a real-life situation where I could tell a large group of people, "YOU ARE NO LONGER ALLOWED TO SPEAK THE WORDS TO LIONEL RICHIE'S SONG, HELLO, AS YOU ARE INTIMIDATING PEOPLE."
So instead of KOing a single character and turtling for the remainder of the game, you'd only need to damage a single character and turtle for the remainder of the game.
On a slightly less cheesy front...
1) This creates a higher disincentive against pushing and/or "taking one for the team."
Under your system players would be potentially handing points to their opponent if they pushed, or if they took a calculated risk where one of their figures took a hit. The last thing this game needs is more reason to become risk-averse.
2) Not all clicks are equally valued on a figures dial.
Let's take a very simple example.
ba004 E The Batman
Team: No Affiliation
Range: 6
Points: 60
Keywords: Detective, Gotham City, Martial Artist
8
10
16
3
8
10
16
3
8
9
15
3
7
9
15
2
7
8
14
2
6
8
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Six clicks, sixty points. But would you say that Click #1 and Click #5 are each worth ten points?
Currently, when time expires and everyone still has characters that are alive, it comes down to victory points to determine the winner. In the event that victory points are equal a roll-off is then used to break the tie.
Is it possible to change it that so that instead of a roll-off, you instead:
1. calculate (see below) and add up damage points for each character on your opponent's team that is still alive.
2. the player with most damage points wins.
3. if, after #2 there is still a tie, then do a roll-off
To calculate damage points: multiply #clix of damage by the points that the character is worth, divide by #total clix of life and round up.
For example, I inflicted 5 clix of damage on your Heimdall who has 149 points and a total of 9 clix of life. Damage points earned from Heimdall = (5x149)/9 = 82.777.... rounded up = 83.
And, let's say you inflicted 5 clix of damage on my SI Dr. Strange who also has 149 points but a total of 8 clix of life. Damage points earned from Dr. Strange is higher: (5x149)/8 = 93.125 = 94 (rounded up)
Even though you also inflicted 5 clix of damage on my SI Dr. Strange, it calculates differently because Dr. Strange has less clix thus making each click more valuable compared to Heimdall.
So let's say time runs out and I inflicted 5 clix of damage on your Heimdall and you inflicted 5 clix of damage on my SI Dr. Strange, then I would have 83 damage points and you would have 94 damage points and you would win.
What do y'all think? Is that viable? too complicated? ties in victory points hardly ever come up. But you only have to do this calculation when there is a tie. And, it gives you credit for work done instead of just doing a roll off.
This method, though, presumes that all parts of a given character's dial are of equal value. I think anyone that has ever played a 'front loaded' dial or a 'hulk type' dial would argue differently. Even if the dial is overall very consistent, there are some parts of it that would probably be considered better than others (though, the defintion of that better may vary between players, of course).
So, while a nice idea a first blush it still does not necessarily result in any more accurate results AND it can get pretty complicated if you don't happen to have a calculator handy.
In other words, if this works for your and your venue, great. I don't think it we will see it in any sort of wide spread use, though.
So instead of KOing a single character and turtling for the remainder of the game, you'd only need to damage a single character and turtle for the remainder of the game.
On a slightly less cheesy front...
1) This creates a higher disincentive against pushing and/or "taking one for the team."
Under your system players would be potentially handing points to their opponent if they pushed, or if they took a calculated risk where one of their figures took a hit. The last thing this game needs is more reason to become risk-averse.
2) Not all clicks are equally valued on a figures dial.
Let's take a very simple example.
Six clicks, sixty points. But would you say that Click #1 and Click #5 are each worth ten points?
Didn't we already have this discussion?
-J
good point. Say someone pushed and missed at the beginning of the game, then that gives the other guy incentive to turtle... ugh.
yeah, I brought this up a while back and thought I finally had a better alternative to a roll-off.. which is to calculate damage points only when victory points are still tied... sorry to resurrect it.
Quote : Originally Posted by normalview
So, while a nice idea a first blush it still does not necessarily result in any more accurate results AND it can get pretty complicated if you don't happen to have a calculator handy.
that's true, no need to complicate things further by adding in formula where you have to divide and round. I can already see people dividing and rounding up first before multiplying causing that round up to increase the actual point value... and then the arguments that would cause.
That's of course if you ever tied on victory points which will rarely ever happen. Yeah, a roll-off is simpler and best. Thanks all!