@Captainmeme :
Of course, no system at all will be totally correct.
In my opinion, EVERY system will pervert the way that some players will handle their games.
Of course, variants like Imperial II seem to cause problems to any ranking system. So, that problem is not specific to a solo ranking.
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As a reminder, I have proposed that :
x is the total number of opponents that a player has played against in all his games in which he has achived a solo.
y the total number of opponents that a player has played against in all his games.
A player's score is simply x/y.
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1° You wrote that this encourages smaller maps.
That's wrong : if you win one 1vs1 game, x becomes x+1 and y becomes y+1
So, in my example of a player whose score would be 6 / 41 = 14,6341 % ; his score would become 7/42 = 16,6667 %.
But of course, don't forget that you can lose a 1vs1 game. In my example, if the player loses, his score would become 6 / 42 = 14,2857 %.
On the other hand, if the same player plays a fourth game with a Classic variant (instead of a 1vs1 game) and :
a) wins, his score would become 12 / 47 = 25,5319 %
b) loses, his score would become 6 / 47 = 12,7660 %
-> The conclusion is that the more players a variant has, the more points a player could win compared to the points that he could lose. But of course, you have less probability to win a game with more players.
So, why do you say that players would be encouraged to play 1vs1 games ? Have you only made one single calculation before asserting such a thing ?
And also, what kind of mentality is that ? Are players going to select their variants, their opponents, their game options, and such and such parameter in order to improve their ranking so that they could believe that they are strong players ?
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2° You wrote that it is much easier to make a solo on a WWIV map than on an Haven map. Really ? The current statistics show that :
11 out of 30 WWII games ended in a solo, that's 36,67 %
5 out 20 Haven games ended in a solo, that's 25 %
That is indeed a difference. Is that such a big deal ? Do you really believe that players will mostly select variants with the highest percentages of games that ended in a solo ?
By the way, that would be a miscalculation !
Indeed, for example :
11 out of 30 WWII games ended in a solo but only 1 player out of 35 wins a game that ended in a solo. So, 11 / (30 * 35) players who have played a WWIV game have made a solo with that variant. That's 1,0476 % of the players.
5 out of 20 Haven games ended in a solo but only 1 player out of 19 wins a game that ended in a solo. So, 5 / (20 * 19) players who have played a Haven game have made a solo with that variant. That's 1,3158 % of the players.
Ha ! Ha !
First of all that difference is tiny but, in fact, you have more chance to make a solo in a Haven game than in a WWIV game.
And anyway, don't you think that players will play variants because they like them or because they want to discover them ? Do you really think that players will choose a variant because they *think* that such or such variant is supposed to be easier to win ?
Yes, some players could wrongly be encouraged to play such or such variant because they *think* that it will improve their ranking. But as you can see, who really knows which variant is best to play in order to improve one's score ? Is there really such a variant ?
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By the way, I would like to say that it is my opinion that any ranking system will be flawed because they compare things that have nothing to do together, even though they are all called "Diplomacy games". Indeed, in my opinion, Diplomacy is a communication game. So comparing in the same ranking system a gunboat game with a full press game is, in my opinion, TOTALLY RIDICULOUS. Same thing with a 1vs1 game : where is the diplomacy in such a game ?
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Some people might be interested by a solo ranking. That's why I have proposed one.