Cold War Point System

> **This site may be updating constantly, so do not take all words in this page as of right now. This is the official page for the Point System, confirmed.**
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**Now official for Season 8,** the **Cold War Points System (**CWPS for short**)** is a point system that is considered to be an "upgrade" from the original Season 7 implementation of the Power Index, from the person designing the index, Fawnler. The Cold War Point System has received **positive** reaction within the community, and with the new **rule guides** that came out on November 8th, 2021, FrostyFrost has **confirmed** the official status of the system, as quoted "replacing the Power Index".

*Change: Became official as of December 8th, 2021*

## The Main General Basis

As quoted from the old document:

> "As you go around on the BAHASFsmp server, do selected tasks and go around attempting to conquer and achieve. Build the best structures and fight the long wars to garner points, and along the way, unlock many perks and rewards from reaching milestones in points. Either gather points for the team or simply yourself, as everyone reaches for the top. **May the best player win!**"
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As Season 8 rolls into the beginning, the Cold War Point System plays a vital role in deciding which players and/or teams has performed the best in three main categories, and overall as well. Reaching milestones may give buffs to the player recieving the milestone, although team rewards could be implemented later on. The Point System isn't as complicated as the **Power Index**, and less biased than it. The main goal is to gain the most points over the Season, which a winner will be crowned as the "Champion of the Season".

## Methodology

The methodology of the Cold War Point System (CWPS), or sometimes mistakenly called Cold War Ranking System (CWRS), is how the system calculates the strength or power. There are two categories of what it scores.

### Player Ranking Calculation

This pertains to a single individual that does tasks. One person is one single person, the amount of points that a single person gets over a season. The calculation is this:

A
1

S

A
2

S

A
3

# S
P
S

{\displaystyle A\_1S+A\_2S+A\_3S=PS}

```
Where A1 is Achieve Score, A2 is Activity Score, and A3 is Aggression Score, and as well as PS is Player SCore

```

"It's literally the easiest thing to calculate." The simple adding up of all scores leads to the player score.

### Team Ranking Calculation

This is now the Team ranking calculation. Essentially, they're groups of 2-3 people that work together officially. The following formula for the score is:

(

P
1

P
2

P
3

)
÷
T
M

{\displaystyle (P\_1+P\_2+P\_3)
\div TM}

```
Where P1, P2, and P3 is the player scores of all in the team and TM is the amount of team members in the group.

```

There's a bit of questioning when it was coming down to this equation. But ultimately, this equation was chosen. It's the average of all players in a group. Now from the creator:

"This made the most sense because in a situation where groups of people are competing and fighting against each other, it would be prudent for a team score to reflect by the average, not the total. This essentially forces teams to work with each other and collaborate on gaining points instead of having a single player carry the entire team. I predict that the player winner is probably someone different than the team winner, since player is player and team means team."

### Prelude to the Actual Scoring System

> "Heading over to the actual scoring part of the system, introduction to each of the categories. The three main ways to gain points are Achievements, Builds, and Combat. It's actually, coincidentally, the **ABC**s of the scoring system. Those are the three that gets players to the finish line, the teams that give the most effort in their work."
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This was originally the calculations for the Cold War Point Index. After however the one-day-SMP, the system was quite broken, as **achievements** counted way more than what it should be, and combat was entirely dependent of the score. So, Fawnler decided to revamp the entire system. There are now **three score systems** that will now apply for then on.

### Score System 1: Achieve! (Achievement)

The first way to gain points in the System is by **Achievement**. This is the same namesake for the last version of the SMP. So, it always has to do with gaining **Advancements**, which are in-game and anyone can do the advancement.

**Before, advancements used to have a point value for gaining the advancement.** But now, in version 2, every advancement has only a value of **one single point**. Meaning, as Fawnler put it:

> "If you get **netherite armor** and **fully equip it**, you will ultimately gain the **same amount of points** as a new player gaining **Stone Tools** for the first time."
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However, to give a bit more competition for advancements, there are some added on bonuses, listed below.

Bonuses!
 +0.15 Points
 +0.1 Points

```
For the list of achievements, see List of Achievements

```

### **Score System 2: Activity!**

Building used to supposed to be here. But with the Triple As being on the move, it's time to move to the second system, **Activity**. Activity is perhaps the easiest, yet least effective way to gain points quickly. You play the game, and for how long you're **actually active and ready**, then you gain points. Here's the point value for that.

> For every single hour **that you aren't AFK**, you gain 0.5 points
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Easy! Simple! Fast! Although don't die to mobs too fast or jump to your death, that'd be all worthless in the long run.

Also, another way to put activity slightly more important. When someone, **Harsh, Frost, Bow**, whatever, they have an **official** project, like building a **spawn hub** or building the **Nether Highway**, if you decide to partake in building it, you will gain points if you

* Build portions of the build
* Supply a lot of resources for the build

Point scores depend on how much it should be.

### Score System 3: Combat (IGNORE THIS FOR NOW)

Combat is probably the most advanced and powerful way to achieve points in the game. Although achievements can give you OP amount of points for doing "simple tasks", you can only gather the amount of points once and only once per season, making it a finite amount.

Combat is just what anyone would expect, fighting people. I could have added fighting mobs, but since they're AI, and not easily trackable, this is just for players. Here's how that works out:

#### Passive and Aggressive, Gains and Losses

Unlike the other two methods of point systems, you can actually lose Combat Points for doing certain things. There are two main ways of gaining (or losing perhaps) Combat Points.

**Aggressive Advancement**

Being aggressive in gaining combat is fairly uncomplicated. Do actual stuff and get rewards. But then you have a higher chance of death. So yea.

TL:DR: Kill players and win a ton amount of points. However, die and you will lose points. Player kills rank changes based off a simpler version of this scoring system. If there's a really good player that's low ranked and starts killing everyone, too bad really (however there are ways to mitigate that sort of situation).

*For the chart, P1 is the player with the greater score, P2 is the player with the least score. e is the difference of scores divided by 10*

Difference Criteria
 Player scores are noticeably different (500-1500)
 Player scores around the same (within 500 points)

For example, in a hypothetical duel between Player 1 of 6300 and Player 2 of 6000, the winner would gain 3(30)=90 points while the loser would lose -1.5(30)=-45 points. Of course, it won't be that way usually since other effects stack ontop of the base gains/losses.

**Killing Players**
 Killing Wartime Players

**Some notes about killing players:**

The points are added ontop of the expected points gain.

Spawnkilling doesn't work, most of the time. Killing a player over and over again will halve your starting gained score every time, plus recieve 5% point bounty (by 5% of the opposing player). If they kill you soon after, they take the entire bounty, plus their **now doubled** expected score gain.
Also, if you are killed by a player, only the base score will be subtracted.

\*\*\**If the player has a occured bounty value of over 1,000, then it is perfectly allowable but only for the bounty*

Dying By Other Stuff
 Higher Overland Mobs
 Effects and Explosions
 End Mobs

After that now there's

#### Passive Progression

Passive is probably the boring yet somehow odd way of getting points. It's essentially just a formula

0.1
(
A
S
)
0.1
(
G
S
D
)

{\displaystyle 0.1(AS)+0.1(GSD)}

AS is Achievement Score and GSD is the Gain Score Daily (Aggressive). However, there's more to it, and that has to deal with bounties. If the Gained Score Daily is not in the 10% range from the 10% of the AS, then bounties will occur by taking (100%-(percentage range))\*(0.1\*(CS)), adding up every 3 days.

For example, if a Player has an Achievement Score of 1,000 and Combat Score of 600, they should have a GSD of at least 100 or -100 to not occur bounty. If not, then the day after, assuming they don't get any points or lose points, that's (100%-0%)\*(0.1\*600)= Bounty of 60 points.

### Bounties!

Bounties are points that are earned if you kill the player. The main three rules of bounties are fairly simple and understandable:

1. There is no sharing points when it comes to bounties. The person to get the final blow on a person gets **all** of the player's bounty points.
2. However, you can work with others to track down a player.
3. Neutrality rules do not apply when it comes to bounties, if someone has an occured bounty of over 1,000, then they're easy target to kill. However, you can't kill them again as then neutrality rules will kick back in.

With that in mind, bouties are fun to play around and can be used in different ways.

**The Two Ways of Gaining Bounty**
 Player Added

In some areas designated for duels and such, bounties **will not count** if you kill a player in the duel zone.

To make the bounty system not overpowered by giving bounties to players that cannot sufficiently defend an overpowered attack, there are certain limits to bounty system. NOTE: If a player surpasses a certain requirement with a bounty, then the next third day, their criteria will update.

**The Limits of Bounties**
 After Iron/1,000 Player Score

## Polls about the CWPS

All Polls Related to the **CWPS**
 **CWPS Approval** | November 30th, 2021

## Notes

a Was actually a four-question poll, with all four approval said that the **Power Index should be kept, but drastically improved**.