tmc wrote:QUOTE (tmc @ Oct 21 2006, 05:39 PM) I propose the following changes to make ELO converge:
1. There should be no penalty from "bailing". The amount of ELO lost should be directly related to the amount of the game that the player played. If someone leaves a game after 5 minutes, and his team ends up losing after a 3-hour game, he should not lose much ELO as he had absolutely nothing to do with the loss. Similarly, imagine having a lone vet in a team of newbs. The vet, however, is so good, that while he's there, he manages to single-handedly give his team the advantage. He's about to single-handedly beat the enemy team when his wife comes home and he has to leave. His team proceeds to lose, and he is deducted ELO. This prevents convergence.
2. Having vets in your team early is more valuable than late in the game. ELO should be weighed against a time-decaying function in order to calculate the odds of winning for each team.
3. Commanders are more important than pilots, and their win% should be calculated into the team's ELO (maybe as a multiplicative coefficient; somewhere between 0.8-1.25 might work). This would require ELO to be able to know who the commander is and take care of commander changes midgame.
4. We need to Calculate an actual value for the parameter which assigns an expected value to the team's ELO. We have enough data to do this already; divide up the ELO differences we have, and plot them against their win%. Find the equation, and use that.
Think thats it for now.
A commanders should use a seperate elo count applying only to commanders. This elo count would be subject to similar restrictions with regards to the effect of a stack.
I can think of no reason to include stacked games when measuring a commander's skill.
