As for Metaverse scoring, I would suggest going the harsh route so as to totally prevent abuse: The lowest difficulty level seen during the game is what determines the score for the whole game. You want a better score, don't start at a low level! |
I disagree. I think it should use the average difficulty level. I game that starts on level Crippling and finishes on level Suicidal is more difficult than a game that is at level Crippling the entire time. In computing the average it shouldn't just take the average of the starting and maximum levels as the maximum level might never be reached or most of the game might be played at that level. It should take the sum of the # of turns played at a given level times that level, divided by the total # of turns in the game. For example, if 50 turns are played at Crippling, 50 at Masochistic, 50 at Obscene, and 25 at Suicidal, we get (9 * 50 + 10 * 50 + 11 * 50 + 12 * 25) / 175 = 10.286; if we need to round off to the nearest we get Masochistic.
Also, the progression in difficulty levels is not uniform. After easily defeating the AI on Tough in the campaign I wanted to play my first Metaverse game at a harder level. I thought on Crippling the AI got a 125% bonus (i.e., runs at 225%) and thus then figured at Painful it got a bonus between 50-75%. I was disappointed that at Painful the AI only gets a 5% bonus (i.e., it runs at 105%), on Crippling the AI gets a 25% bonus (i.e., runs at 125%), and on Masochistic gets a 100% bonus (i.e., runs at 200%)! As a result my game on Painful was far to easy; I'm currently playing my second on Masochistic. It would be better to have levels where the AI gets a bonus of 25%, 50%, 75%, 100%, and 150% (i.e., runs at 125%, 150%, 175%, 200%, and 250%). There is too small a difference between Tough and Painful and too large a difference between Crippling and Masochistic!