Lumiere wrote:
CRS currently has a pretty flat difficulty formula, one which is determined by how many relics the inner guardian has, how much coin the cabal has, and how many attackers there are. This new CRS would have a difficulty determined by the competence of the defenders.
I don't have a Six Sigma thinking cap, so why you don't you tell us how to improve CRS?
Let's start by claiming we can measure the competence of defenders.
Since we can assume any given performance is a sample of true performance, we can say that observable abilities are normally distributed.
This means that we could model the likelihood of success of a task of known difficulty by a participant of known ability.
However, we aren't actually interested in success from a game theory standpoint. What we're interested in is engagement as a metric, and this is an interaction effect.
From there, the DMAIC process suggests that monitoring and optimization of processes is a simple practice of measurement and informed alteration.
... Not a patch job of siege camps, scooby doo labyrinths, or other constructions. I fail to see where your OP idea actually even measures the defender ability you claim it would depend on.
The ultimate challenge of CRS as a play model is that it is opt-in for CTF offense and opt-out for CTF defense. No changes in difficulty will impact this.