good idea. it seems like everyone and their grandma has a different plan for how the points system should work. i guess there are lots of game theory considerations.
i posted a link to this thread earlier, where i think a lot of important points are covered.
the #1 goal to keep in mind IMO:
The purpose of any league is to keep players coming back to improve their score.
with that in mind, these are the most common structures:
linear points: (n-r+1) where n = number of entrants and r = rank placed. so for a field of 18 players:
1st place = 18 points
18th place = 1 point
points = ITM: points are based on tournament cashes. this is very top-heavy. the top 16.67% cash in a 30-man tournament on SwC.
what we did: a hybrid take on linear points, where we flattened the payouts on both sides. the top players get less, but the bottom players get none.
i'm seeing people lobbying for both flatter payouts and more top-heavy ones, so i'm not sure we'll end up changing what seems like a reasonable compromise.
if we did implement something more top-heavy---like some of the curve/sqrt based systems, or linear points but only paying out the top x% of the field---we should consider rules that keep the series competitive (nods to the #1 goal stated above). one way some leagues do that is to require a minimum # of games played, with only your top x number of games counting towards points standings. that could help offset variance so people can still recover from a few bad runs.
the most common argument against flat structures (like linear points) is they can encourage points angling. i think it's debatable how much of an edge late registration or sitouts gives there. it's annoying but i dunno if it makes a big difference. one additional way this could be addressed is by awarding points for KOs to induce action. lol, so many angles to consider!