Wednesday, December 1
My Own Ideas for the Judging System
Oh, what do we have here? I played around with some numbers and came up with my own concept for the judging system.. well, at least the jumps.
Some concepts I have come up with are to remove the +3 and -3 from the options when marking the elements, and rather just have everything scored -2 up to +2. The column to the far right is the fall, or completely failed column, which essentially takes the place of the -3. However, I would remove the 1.00 deduction for falls on jumps (but keep the deduction for other falls in the program), and just use these set values for whenever a skater falls on a jump. Harsh? Yes. But a failed jump is exactly that.
The single Axel and doubles through the Lutz earn 33% of what the double Axel/triples through the Lutz are worth (I rounded on a few, but it didn't change the numbers that much), and the double Axel/triples through the Lutz are worth 40% of what the triple Axel/quads are worth. Most of this lines up with the current ISU base values for the jumps, anyways. I underlined the ones that have slightly changed in base value.
What would these changes mean? For starters, you'll notice that a 'excellent' double Axel, triple toe, and triple Salchow earn the same amount of points as a 'very poor' triple Axel, quad toe, and quad Salchow. This still would encourage some skaters to go for the difficult elements, yes? However, a fall on any of the most difficult jumps, and the skater would end up with less points for the element than the base value of the same jump with one less rotation (example: fall on quad toe earns 3.42 points, a base value triple toe is 4.10 points).
I haven't figured out if I want to also add an under-rotated column into this chart.. I have to play around with the numbers some more and see how everything turns out in a mock-competition.
One more aspect to think about is that many of these numbers are really random (6.63, 5.83, etc.). If a judge is going to try to cheat or figure out which components scores they must give Skater B to beat Skater A, their job might end up that much more difficult in trying to add up all of the numbers in their head. Not saying it happens all the time, but I'm also suggesting that it might happen every once in a while ;-)
In the case of jump combinations (example 3F+3T), a +1 for the element would result in the skater earning the +1 GOE for both jumps (5.83+4.51). That gives the skater more credit for the combination than just applying one single GOE to add to both jumps.
at 2:48 PM