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OpenFrontIO/resources/competitive-rules.md
Ryan Barlow 4c560c7ba9 rules update
2026-02-28 22:43:13 +00:00

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# Competitive Scoring Rules
This document explains how the competitive scoring system works in OpenFront team matches. It is intended for tournament hosts, players, and casters.
---
## How to Enable
In a **private lobby**, toggle **"Competitive Scoring"** in the options section. This option only appears when the game mode is set to Teams.
---
## Overview
Each match awards up to **100 points** per team, split across three categories:
| Category | Max Points | What It Measures |
| --------------- | ---------- | ------------------------------------------ |
| Max Tiles | 60 | Peak map control during the match |
| Crown Time | 30 | How long your team held the most territory |
| Final Placement | 10 | How long your team survived |
The team with the most total points finishes **#1 on the competitive scoreboard**.
The actual game winner is still determined by normal game win conditions (territory threshold / timer), so the match winner and competitive #1 can differ.
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## Category Breakdown
### 1. Max Tiles (60 points)
This is the **highest percentage of the map your team controlled at any point** during the match. It does not matter if you lose that territory later — only your peak matters.
Teams are ranked by their peak tile percentage, and points are awarded by rank.
### 2. Crown Time (30 points)
The **Crown** belongs to whichever team currently controls the most tiles on the map. All members of the crowned team display a crown icon.
Crown Time tracks how long your team held the crown during the match, as a ratio of total game time. A team that held the crown for half the match has a crown ratio of 50%.
Teams are ranked by their crown ratio, and points are awarded by rank.
**Attacking the crown team grants a 25% troop bonus**, encouraging teams to contest the leading team rather than expand passively.
### 3. Final Placement (10 points)
This is based on elimination order.
- Teams that are eliminated earlier place lower.
- If multiple teams are still alive when the game ends, those surviving teams are ordered by their **current tile count at game end** (higher tiles = better placement).
Only the top 5 teams receive placement points.
---
## Point Tables
**Max Tiles (Top 10)**
| Rank | Points |
| ---- | ------ |
| 1st | 60 |
| 2nd | 54 |
| 3rd | 48 |
| 4th | 42 |
| 5th | 36 |
| 6th | 30 |
| 7th | 24 |
| 8th | 18 |
| 9th | 12 |
| 10th | 6 |
**Crown Time (Top 10)**
| Rank | Points |
| ---- | ------ |
| 1st | 30 |
| 2nd | 27 |
| 3rd | 24 |
| 4th | 21 |
| 5th | 18 |
| 6th | 15 |
| 7th | 12 |
| 8th | 9 |
| 9th | 6 |
| 10th | 3 |
**Final Placement (Top 5)**
| Rank | Points |
| ---- | ------ |
| 1st | 10 |
| 2nd | 8 |
| 3rd | 6 |
| 4th | 4 |
| 5th | 2 |
---
## Tie-Breaking
If two or more teams have the same value in a category (e.g., identical peak tile percentage), they share the better rank and both receive the same points. The next rank is skipped.
**Example:** If two teams tie for 1st in Crown Time, both receive 30 points. The next team gets 3rd place (24 points), not 2nd.
---
## How the Crown Works
- The crown is assigned to the **team** with the highest total tile count (not individual players).
- Bot team does not count toward competitive crown/score metrics.
- **All members** of the crowned team display the crown icon, making the leading team highly visible.
- The crown updates throughout the match as territory changes hands.
- Crown time only counts during active gameplay (not during spawn phase).
---
## In-Game UI
### During the Match
The **Team Stats panel** has three views you can cycle through:
1. **Control** — Current tile %, gold, max troops
2. **Units** — Launchers, SAMs, warships, cities
3. **Competitive** — Current tile %, peak tile %, crown time
In the current UI, crown time is shown in the **Competitive** view.
### At Match End
When competitive scoring is enabled, the **win screen** displays a score breakdown table showing each team's points in all three categories and their total score.
---
## Example Scenario
A Trios match with 4 teams ends with these results:
| Team | Peak Tiles | Crown Ratio | Eliminated |
| ------ | ---------- | ----------- | -------------- |
| Red | 35% | 45% | Winner |
| Blue | 28% | 30% | 3rd eliminated |
| Teal | 22% | 20% | 2nd eliminated |
| Purple | 18% | 5% | 1st eliminated |
**Scoring:**
| Team | Tiles Pts | Crown Pts | Place Pts | Total |
| ------ | --------- | --------- | --------- | ------- |
| Red | 60 | 30 | 10 | **100** |
| Blue | 54 | 27 | 6 | **87** |
| Teal | 48 | 24 | 4 | **76** |
| Purple | 42 | 21 | 2 | **65** |
Red dominated all categories. But consider a different scenario where Blue held the crown longer than Red:
| Team | Peak Tiles | Crown Ratio | Eliminated |
| ------ | ---------- | ----------- | -------------- |
| Red | 35% | 15% | Winner |
| Blue | 28% | 50% | 3rd eliminated |
| Teal | 22% | 30% | 2nd eliminated |
| Purple | 18% | 5% | 1st eliminated |
| Team | Tiles Pts | Crown Pts | Place Pts | Total |
| ------ | --------- | --------- | --------- | ------ |
| Red | 60 | 24 | 10 | **94** |
| Blue | 54 | 30 | 6 | **90** |
| Teal | 48 | 27 | 4 | **79** |
| Purple | 42 | 21 | 2 | **65** |
Here Blue nearly catches Red despite losing the match, because Blue held the crown for much longer. This rewards sustained dominance, not just final snowball.
---
## Why This System?
The old system scored teams only on Max Tiles Owned (peak map control). This meant:
- Early aggression was disproportionately rewarded
- Once a team peaked, the match scoring was effectively decided
- There was no incentive to contest the crown or coordinate attacks on the leading team
- Comebacks were strategically meaningless
The multi-metric system fixes this by making three different skills matter:
- **Max Tiles** rewards macro expansion and map control
- **Crown Time** rewards sustained dominance and encourages teams to contest the leader
- **Final Placement** rewards survival and makes late-game play meaningful