Awesome Drex! I am especially excited about the ranking system, and as usual I got about a thousand questions

so here we go:
drex888 wrote:
- Ranking System based on Elo ranking system and adapted for EE team games (heavy developement / 70% of work done and currently on test )
- You said there is three different rankings (1vs1, wing and pocket) are these rankings completely separate? E.g. will losing 1 team game effect the 1vs1 ranking?
- You said it's based on Elo, specifically for team games how does that work? Is it the total elo-ranking of the enemy team and your team that determines how many points are won/lost depending on the outcome of the game?
- If a highly ranked in pocket player face an equally highly ranked pocket player in a team game, but one has a stronger wing, does this effect the points won/lost?
- What happens if someone crashes? Does this count as a loss?
- What happens if for whatever reason we need a load? For example host is lagging, and we want to try new host, does this count as well?
- Does the ranking system automatically work? Or do we need to have -ranked in game title? (If it's automatic, can you please add -unranked as a feature if players don't want to play ranked for whatever reason. Sometimes we just want to test something, or fool around, you know
)
- What rank will be shown, if you have very high team game wing, and bad team game pocket and 1vs1 ranking? Is there going to be a way to see the difference between someone good in 1vs1 or team game?
drex888 wrote:
- A basic web site to check ranks and stats (not started yet)
Amazing! The more stats you can add on there the better
drex888 wrote:
- A new Lobby command Quick Team "/qt". Auto balancing teams, based on player's elo score. don't require swap. That what i used in "mid -ranked" games. (done)
- A new Lobby command Match Maker "/mm". Finds an optimal teams balancing: put best wing vs best wing, best pocket vs best pocket,... requires slots swap (not started yet)
Love this! I also have a lot of chat command suggestions, don't know if possible or not ofc

Here they are:
"/mids" Short for mid SH small sets all the mid settings with small map + 20 citizen to everyone in the room (small, plains, SH, 1200, easy, mid-mid, tournament, off wonder, very fast, reveal on, custom civ on, lock speed/team on)
"/midm" Short for mid SH medium, you get the deal

"/ligas" Short for liga small
"/ligam" Short for liga medium
"/pres" Sets pre sh settings with small map (small, conti, sh, 1200, easy, pre-nano, standard, off, very fast, reveal map off, civ/team/speed is checked)
"/prem" Sets pre SH settings with medium map (medium, medit, sh, ... same as pres)
"/prel" Sets pre SH settings with large map (large, medit, sh, ... same as pres)
"/islm" Short for island medium, sets P2N island f11 60 settings for medium map
"/isll" Short for island large, same as islm but large map
Only problem I can see with this is that some want more pop, and so either just leave all at 1200 and let host manually set pop to what he wants, or add another version of every command like "midsp" short for mid SH small pop that gives 4000 pop automatically.
Ofc, I have no idea if this is something that is super easy to do or very difficult, so if it's not very easy then don't do it in my opinion, not worth a lot of effort.
drex888 wrote:
Features not yet analysed / I don't know if it's possible
- Mini Map colors: show allied in blue (or other color), enemies in Red. (== detection citz landing on islands game

)
- Mini map filter : show only units. show only buildings (== sieges localization on islands game

)
- Allow the host of the game to be pocket.
- Only host is allowed to pause the game.
- Display in-game shotcuts on the units/buildings buttons (if that not impact the performances)
All great ideas tbh, nothing to criticize here.
Other features I can come up with that might be impossible:
Add chat command in game that let's host kick observers, e.g., "/kickobs".
Anyway, hope I don't bore you with all these questions. I do think it's important to look at the ranking system from angles of how it can be manipulated.