Something quick and dirty I made that reflects my personal view on how such a system should deal with accuracy.
This is only on a per diff/map basis and it assumes an average experienced player's 300/300G distribution.
There are 96 points to be gained. More points mean better performance, this is what the vertical axis represents. The horizontal axis represents the end % result of the play.
Anything below 50% is worth 0 points, just because this can be often be achieved by spamming the fingers in some random pattern.
While this may look steep, I'm pretty sure it's far less steep than what is implemented in standard or what o!m currently has.
I'm basically saying someone who can get SS on a song deserves twice as much score as one who can A it. While in reality, the person who can SS is probably more than two times as good but like I said, stressing this too much leads to accuracy becoming 'the only viable playstyle' while I aimed to seek some kind of balance here between the different playstyles.
rate and flame! :p

This is only on a per diff/map basis and it assumes an average experienced player's 300/300G distribution.
There are 96 points to be gained. More points mean better performance, this is what the vertical axis represents. The horizontal axis represents the end % result of the play.
Anything below 50% is worth 0 points, just because this can be often be achieved by spamming the fingers in some random pattern.
While this may look steep, I'm pretty sure it's far less steep than what is implemented in standard or what o!m currently has.
I'm basically saying someone who can get SS on a song deserves twice as much score as one who can A it. While in reality, the person who can SS is probably more than two times as good but like I said, stressing this too much leads to accuracy becoming 'the only viable playstyle' while I aimed to seek some kind of balance here between the different playstyles.
rate and flame! :p