Agree with Turban re: early KO's (rewarding early KOers and penalising the early KOed.)
Two quick points re: basing ratings that I've borrowed from the SVS statbox.
1) For sharks - an interesting metric would be "wasted reps". This measures both missed spawned reps, and missed greened reps. This reflects more of the "missed opportunity" factor that I think often separates elite sharks from good sharks. It has one draw back in that, in certain circumstances, not repping (and dying with your reps) is the best possible strategy for that death (when terrier is behind enemy mines.) But generally I feel this would be a slight improvement on RPD (where mistakes and inefficiency can be flattered by greened reps.)
2) For spiders - an interesting metric might be "damage inflicted". This would give spiders who make selfless but impactful plays (draining sharks to waste reps, for example) a small edge over spiders who tend to cherry pick easy kills.
In a similar vein, you might be able to produce a ratio between "damage sustained" and "deaths" to give a kind of resilience factor. It seems to me that the art to good spidering is being able to sustain high damage and not be killed - and being able to straddle that fine line for maximum efficiency.
Two quick points re: basing ratings that I've borrowed from the SVS statbox.
1) For sharks - an interesting metric would be "wasted reps". This measures both missed spawned reps, and missed greened reps. This reflects more of the "missed opportunity" factor that I think often separates elite sharks from good sharks. It has one draw back in that, in certain circumstances, not repping (and dying with your reps) is the best possible strategy for that death (when terrier is behind enemy mines.) But generally I feel this would be a slight improvement on RPD (where mistakes and inefficiency can be flattered by greened reps.)
2) For spiders - an interesting metric might be "damage inflicted". This would give spiders who make selfless but impactful plays (draining sharks to waste reps, for example) a small edge over spiders who tend to cherry pick easy kills.
In a similar vein, you might be able to produce a ratio between "damage sustained" and "deaths" to give a kind of resilience factor. It seems to me that the art to good spidering is being able to sustain high damage and not be killed - and being able to straddle that fine line for maximum efficiency.
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