Sail scoring

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Revision as of 21:11, 8 August 2008 by Wyriel (talk | contribs) (Basic points)
Opinion.gif The values used in this article are for the purposes of demonstrating relative values only.
The actual mechanical values behind the puzzle are undisclosed.

Basic points

Points in sailing are based on balls cleared. Clearing one ball is worth one point. Solid blocks are worth two points. Balls in a target (also called platform) are worth two points.

Consistently clearing 4's without any bonuses removes balls as fast as they come in, however does NOT give acceptable performance. Basic efficiency is based on each ball having a cost of 2 (each drop having a cost of 4), giving plain 4's an efficiency of 50%, while giving single target clears, without any bonus, a 100% efficiency.

[Wyriel] Cost is a confusing term -- one subtracts costs from points/rewards/currency. What is being done here is division, not subtraction. The point is to rescale points per ball so that a score like '1' means 'the same thing' in each puzzle. (1 == 100%). Suppose one manages to come up with a set of 'constants' such that 1 == Good on all puzzles -- this is perhaps possible, as median performance is more stable than outlier performance. It is easily the case that on such a scale an excellent in carpentry is 2 and an incredible is 2.5, whereas an excellent in sails might be 3 and an incredible might be 10.

Puzzling performance is based on percentiles, which is a nonlinear scale (division is a linear transformation) -- in particular, 1% == ultimate == incredible. Dig around in the b-nav threads for developer confirmation (lizthegrey). The incredible mark is the average performance of the bottommost ult -- if there are 1000th sailors, than the 100th best sailor determines exactly how many pts per ball one needs on average to get incredible. A reasonable assumption would be that booched is bottom 1%, incredible is top 1%, and everything else is quartiles (poor is the 25th percentile, good is the 50th percentile, i.e., the median, and excellent is the 75th percentile).

In the proposed system of multipliers (2 for targets/platforms, 2 for obstacles/square blocks, 1 for normal clears), on Viridian in 2007 and 2008, 3.5 pts/ball is incredible by an easy margin. On Midnight it is possible that the cutoff is 4 pts/ball (the efficiency of doing perfect triples on only platforms). Shuranthae-style combos are closer to 7 pts/ball.

Combo factor

In sails, clearing a combo (2 sets -- two rows, or a row and a column at the same time) is believed to not give any bonus. Sails is strictly about the cascades.

Cascade factor

Cascades in sails are believed to be straight increasing multipliers. The third step in a cascade (triple) is worth 3 times the normal value.

It is unknown if all vegases score the same, or if successive vegases score more.

"Platform Bonus"

Clearing a platform as the first step in a cascade gives a small bonus. The exact amount of this is not known.

Sample effective scores

A pair of fixed spots used with the first piece to create a 4 in a row is worth 2 points for the piece played, and 4 points for the two fixed pieces, giving 6 points for a cost of 4. This is 150% efficiency, and sparkly. It goes without saying that this is not maintainable, but is more of an initial luck factor.

Scoring a simple double into a platform will score 4 for the single, and 8*2 for 4 pieces in a platform, for 20 points earned, and a cost (assuming no waste) of 16 points (8 balls). This is 125% efficiency, but will be hard to maintain.

If only half of the balls that land can be used in a platform, then even with a double, each ball will score 4 (2 for being in a platform, 2 for being doubled), with a cost of 4. This looks like 100% efficiency, but the trigger for the double will NOT score that much. A typical set up will be 2 pairs, with one waste, to set up the platform, and four more pairs to set up the trigger and double. This is 6 drops (12 balls, 24 total cost), scoring 20 points. While this gives an efficiency of less than 100%, this is usually enough for yellow sails (note that this will vary from ocean to ocean).

Cascading a platform to a platform for a double, with the same setup (2 pairs plus one waste per platform, a 5th pair to trigger) will score 8 plus 16 = 24 points, plus a small platform bonus for the first platform (probably 4 points), or 28 points for a cost of 5 drops (20 points), or 140%.

Finally, a plain triple onto a platform, with no platform cascades, will generate 4 + 8 + 24, at a cost of 2 drops to set up the platform, and 6 drops to set up the single and double trigger. This is 8 drops, or a cost of 32, and a score of 36, for an efficiency of 112.5%. Note that this is not as good as the two platform double.

Notice that it is very important to make scores by cascading from platform to platform, or by reducing waste.

Long-term scoring

Sailing does not generate a score on most moves. High end sailors will generate a large scoring move occasionally, with lots of zero scores inbetween. As long as the total of the scores in the scoring frame (the last three minutes) is sufficient, the indicator will stay sparkly.

General comments

Although regarding each ball as a cost of 2 makes the numbers all come out as integers, this is the only case where efficiencies around 100% are sufficient or nearly sufficient to keep a sparkly indicator. Most likely, a better view is to regard each drop as a cost of 3 or 3.5, as then the efficiency percentage for a sparkly indicator is more inline with the percentages needed in other puzzles.


Icon duty puzzles.png Duty puzzle scoring Icon duty puzzles.png
Icon bilge.pngBilging | Icon carpentry.pngCarpentry | Icon sailing.pngSailing | Icon navigation.pngDuty Navigation | Icon gunnery.pngGunnery |

Important disclaimer: All point values used within these pages reflect relative values and weights as determined by players. No developer has commented on the current accuracy of any of these. Any forum post from developers that gave point scoring information is from pre-release days (pre-Midnight), and potentially has been changed. In particular, sailing (at least) has been known to have had major changes to scoring at least once. Use at your own risk. Past performance is no guarantee of future potential. Scoring may be changed in any update. Star levels do change the challenges that you face, and may change the scoring; the same play at different star levels may score differently. While this is known to be true in bilge, it potentially may be true in any puzzle.