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Overview
Referees will be compensated for time reffing a standard battle based on how long the referee has reffed a battle, measured by individual actions. Battles must have been played to completion before any rewards can be claimed, whether it be through the natural end of a battle, a player DQ, or a Draw by mutual agreement. This formula can be used for any battle of any length & any size, able to be used for brawls, melees, & any other type of battle you could think of, as well as being able to handle cases of sub-refs, DQ's, & Draws by Mutual Agreement.
Formula for UC Payout
Referee's will be compensated with UC for a match which follows the following formula:
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UC = #IA × (0.1 + ((#PPS - 1) ÷ 25))[/BOX]
Where #IA represents the total number of Individual Actions that the referee reffed throughout the battle, & #PPS represents the maximum #Pokémon one player can use for the match, for example, if the match was a 4v4 Singles, then #PPS would be 4 (#PPS is capped at 6 so to ensure larger battles do not have ridiculous payouts). The final pay for the UC is rounded normally. If the formula would amount to 0 UC, then the UC compensation is rounded up to a minimum of 1 UC.
Referees are expected to show full workings when showing how much UC they get in the prize section for convenience of approvers.
Individual Actions
An Individual Action is defined to be where a Pokémon completes its action in full for the action, whether it be through attacking another Pokémon with a move, inflicting status on another Pokémon, or failing to act due to Sleep, Freeze, Confusion, Attraction, Combo Cooldown, or anything else other than being KOed. In plain English, this equates to under normal circumstances, 2 Individual Actions per action in Singles, 4 in Doubles, 6 in Triples, etc. An example will be given later.
Pokémon Per Side
As mentioned before, Pokémon Per Side is a simple thing to grasp. Pokémon Per Side is represented as the agreed maximum number of Pokémon that either player can use in any particular match. For example, if the match was a 1v1 Singles, irrespective of the number of Pokémon a user brings to the battle, the player can only use one Pokémon in the battle, & hence the number of Pokémon per side is 1. Pokémon Per Side is Another example will be given later. It should be noted that with matches that are 7v7 or higher, Pokémon Per Side will be treated as 6 Pokémon Per Side, otherwise, if this was uncapped, the pay for anything larger would be ridiculous...
An example of how to work out the UC you get From a match
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Match that this example was taken from
The example match is a 4v4 Doubles, & despite one user bringing 6 Pokémon (This is a Gym Match, but for the purposes of this example, this is treated as a standard match), that user can only use 4 Pokémon for the battle, so
#PPS in our Formula is set at 4.
Round One sees 4 Actions completed Action One (One was a self-hit, but still counts), another 4 completed Action Two, & another 4 completed Action Three (Even though one Pokémon failed to act due to Torment). In total,
4+4+4=12 Individual Actions were recorded Round One.
Round Two sees 4 Actions completed Action One (Combo Cooldown still counts as an individual action), another 4 Actions completed Action Two (Fly still counts as 1 Individual Action, & the KOed Pokémon already acted that action), & 3 Actions completed Action Three, since the other Pokémon is not in the battle any more. In total,
4+4+3=11 Individual Actions were recorded Round Two.
Round Three sees 3 Actions completed Action One (The other Pokémon was KOed before it could act, & its action, whatever it was, does not count as an Individual Action), another 3 Actions completed Action Two, & another 3 Actions completed Acton Three (The KOed Pokémon had already acted). In total,
3+3+3=9 Individual Actions were recorded Round Three.
Round Four sees 4 Actions completed Action One, another 4 Actions completed Action Two (The KOed Pokémon had already acted), & only 2 Actions completed Action Three (The other Pokémon was KOed before it could act). In total,
4+4+2=10 Individual Actions were recorded Round Four.
Round Five sees 3 Actions completed Action One (One trainer only had 1 Pokémon left, & Sky Attack counts as 1 Individual Action), & 2 Actions completed Action Two (Sky Attack must be fully executed for it to count as an Individual Action, & the battle ends with the last Pokémon from one side KOed). No Actions were completed Action Three, since one side had no Pokémon left. This also marks the end of the match. The Final Round saw
3+2=5 Actions Completed.
At this point, the match is over, & it is time to claim. #PPS as we worked out earlier is 4, & #IA is equal to the total number of Individual Actions that the referee reffed throughout the battle. This is the aggregate number of actions reffed across the 5 Rounds the battle raged for, which means in total, the battle lasted
12+11+9+10+5=47 Individual Actions. Therefore,
#IA in our formula is set at 47.
With both variables set, it is time to plug our numbers into our formula, & we get:
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47 × (0.1 + ((4 - 1) ÷ 25))=10.34 UC[/BOX]
According to the formula, though all payouts are rounded normally, so our final pay rounds down to
10 UC.
Being a Gym Match, there is an extra 4 UC added for being a 4v4 match to make it 14 UC, but let us assume this was a standard match.[/BOX]
What happens if a match ends up having to be completed by a sub-ref?
Same as normal, but instead, calculate payments for all refs who reffed a match. #PPS remains the same, but #IA will be different for each ref, based on the number of actions each referee reffed over the course of a match. for example, say a you sub-reffed a match. The match lasts 27 Actions, but you reffed 15 Actions to the original ref's 12 Actions. That means #IA will be set to 15 for your pay, & #IA will be set to 12 for your pay.
What happens if a match ends in DQ or Draw by Mutual Agreement?
Follow the normal formula, with #IA being equal to the number of Individual Actions you reffed before the match ended prematurely. Just remember that if a match has not had two rounds of reffing before being called this way, no awards are awarded.[/BOX]
Aims of this proposal:
- To provide an accurate time-based payout system that awards more UC the longer a battle rages: Achieved through measuring battle length through Individual Actions, arguably the most accurate form of measurement for battle length & referee effort. The more Individual Actions reffed, the more UC earned.
- To provide a flexible UC formula that can be applied to any situation for a tower match: Because the unit of time for UC pay is Individual Actions, this can easily be achieved, & will handle sub-ref cases, DQ cases, & will be able to cover larger formats like brawls & melees far easier than what a round-based payout can achieve.
- To be able to scale matches to award more UC for larger battles: This is handled through the scaling proportion of the UC formula (The 0.1 + ((#PPS - 1) ÷ 25) part). This equates to 0.1 UC/IA for 1v1's, 0.14 UC/IA for 2v2's, 0.18 UC/IA for 3v3's, etc. A 1v1 Singles needs to last at least 15 IA (2.5 rounds at least) for the ref to claim more than 1 UC from them, which is a plus in a way, since it can act as a deterrent from playing 1v1 Singles.
As far as how this payout performs relative to the current payout, the example battles posted
here offer 4, 4, 28, 21, 7, 7, & 20, compared to 2 (DQ), 4, 20, 18 (w/o subrefs), 4, 4, & 23 UC under the current system. Some other examples posted
here featured all DQ's, & this formula offers 5, 7, 4, & 2 UC, compared to 1 UC across the board under the current system. This results in fair payments for DQ, & offers a net increase in tower payout on average.