EazyB said:
Completes the objective more efficiently? You obviously understand the difference as you demonstrate below, so I don't know where the disconnect is.
I understand the difference, I simply reject the premise. I like Halo because there's lots of different ways to play it. And I don't think the game should reward one set of tactics over another, if the two arrive at the same end result.
I also reject the premise because I don't believe there is any correct way to weight factors other than the final score. Let's say there's a CTF game that ends 0-0. One team grabbed the flag 20 times, but never got it very far. The other grabbed the flag twice, but got stopped just shy of capping it both times. In every other statistic, the teams tied. Who won? The winner will be, by definition, subjective. That's not the case when looking at the score, the game is objectively (haha) tied.
You want the game to pick someone as the winner. I don't. I'm not sure we're going to get around that disagreement.
EazyB said:
The scoreboard should reflect how well the teams performed by factoring every single appropriate aspect of the game. *snip*
I'll make this simple: I disagree. And more to the point, you're describing a game I would not want to play.
What you are describing is, I think, the same concept that's behind the individual rankings for The Arena: a comprehensive ranking of your overall performance. You want that both expanded to non-Slayer game types, and applied at the team level in the instance of a tie game. To that I say, I hope The Arena eventually accommodates you, and I'm glad that kind of ranking is carved out from the rest of the Halo experience. Because I don't want anything to do with it, for all the reasons I outlined before.
EazyB said:
If anything, giving the team that sloppily scraps a few caps an equal reward is "unfair."
Um. If your superior team can't beat the other guys,
you're not superior. Sack up and beat them outright next time. Your team wasn't good enough this time around at the objective at hand: you couldn't even beat a pack of
randoms! And you want the game to reward you for this.
In my ideal world, in a tie game, one team gets some sort of additional reward, and good players on either team also get some sort of additional reward. But those rewards don't affect the final score of the game. I think the cR system is going to be this differentiator. To that end, Reach looks to be satisfying one of my problems with Halo 3 (and yours).
The real difference between us is you want those performance differentiators to affect the status of a tie game, and I don't. Like I said earlier, we're not going to get around that. But The Arena will hopefully provide a partial outlet valve for those who want that kind of play.
And with that, I'll finally drop it.
Dani said:
And just in time! Yummy.