Make Rating Matter

I understand some people don't care about their rating, and just want to play and have fun, and the rating is just a number that means very little to them. I am not one of those people. I like competitive play, I like to think about how I am going to win, I want to win, and then I want my rating to reflect how good I am at winning. This is core to building a competitive segment to the community.
If you're not like that, if you don't care about rating, that's fine, nothing I am suggesting would hurt you or limit your experience in any way.
The game already uses the ELO system, so we are off to a great start. This is the single best rating system (and the medals are nice tokens to incentivize the non-competitive crowd).
Now, we need to make sure the ELO rating actually means something. This is where my suggestions come from. While its not a terrible situation right now, there are several big places where manipulation of the rating needs to be prevented.
1. Prevent multi-game dealers and multi-boxers.
Not only do they make the game significantly less fun, they also manipulate the rating. I've suggested a match-making system, but that's not necessarily the only way. This has been discussed extensively on the forums in other places, so I won't linger on this any longer.
2. Prevent/Penalize early quitters, including what I like to call, the "host advantage".
In a ranked game, once ANYONE has seen the map and their outposts, quitting should deliver a meaningful hit to their ELO rating. Your starting configuration is random (could be good or bad), and to let people quit out of bad configurations is unfair to the people who play the hand they are dealt. Imagine in poker, if competitive players could play without ever paying their blinds. They would NEVER play a hand unless they had pocket aces or ace/king. It would destroy any kind of real competitive setting. That is what is happening here in Subterfuge right now, except that eventually you can get someone who just doesn't care about being purely competitive, and they get unfairly punished for being a good sport.
This effect is extremely problematic for hosts. In theory, a host can just keep making new servers, canceling them if they dont have what they consider a perfect opening configuration, and they can keep canceling these games indefinitely forever until they have the perfect opening config.
3. Standard (default settings) games should have rating independent from other game types.
Full blown game modes should each have a rating of their own. So if I play control and standard games, I would have 2 different ratings for each. A win in one would not affect the other. "Custom" settings like altering the factory/gen ratio, should either be completely unrated, OR have a general category of ratings for "Custom" that includes any game where the settings have been altered.
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Overall I think this game has great potential for a competitive scene, and I think we will really see this come alive when tournaments come to Subterfuge. I hope the issues above are addressed before that time, otherwise that wave of enthusiasm tournaments might bring, could be drown out by the undertow of ratings manipulation. (...did you see what I did there, with the aquatic language?)
If you're not like that, if you don't care about rating, that's fine, nothing I am suggesting would hurt you or limit your experience in any way.
The game already uses the ELO system, so we are off to a great start. This is the single best rating system (and the medals are nice tokens to incentivize the non-competitive crowd).
Now, we need to make sure the ELO rating actually means something. This is where my suggestions come from. While its not a terrible situation right now, there are several big places where manipulation of the rating needs to be prevented.
1. Prevent multi-game dealers and multi-boxers.
Not only do they make the game significantly less fun, they also manipulate the rating. I've suggested a match-making system, but that's not necessarily the only way. This has been discussed extensively on the forums in other places, so I won't linger on this any longer.
2. Prevent/Penalize early quitters, including what I like to call, the "host advantage".
In a ranked game, once ANYONE has seen the map and their outposts, quitting should deliver a meaningful hit to their ELO rating. Your starting configuration is random (could be good or bad), and to let people quit out of bad configurations is unfair to the people who play the hand they are dealt. Imagine in poker, if competitive players could play without ever paying their blinds. They would NEVER play a hand unless they had pocket aces or ace/king. It would destroy any kind of real competitive setting. That is what is happening here in Subterfuge right now, except that eventually you can get someone who just doesn't care about being purely competitive, and they get unfairly punished for being a good sport.
This effect is extremely problematic for hosts. In theory, a host can just keep making new servers, canceling them if they dont have what they consider a perfect opening configuration, and they can keep canceling these games indefinitely forever until they have the perfect opening config.
3. Standard (default settings) games should have rating independent from other game types.
Full blown game modes should each have a rating of their own. So if I play control and standard games, I would have 2 different ratings for each. A win in one would not affect the other. "Custom" settings like altering the factory/gen ratio, should either be completely unrated, OR have a general category of ratings for "Custom" that includes any game where the settings have been altered.
_______
Overall I think this game has great potential for a competitive scene, and I think we will really see this come alive when tournaments come to Subterfuge. I hope the issues above are addressed before that time, otherwise that wave of enthusiasm tournaments might bring, could be drown out by the undertow of ratings manipulation. (...did you see what I did there, with the aquatic language?)