If we have the slider acc to be the same as circle acc, that would make the difference between sliders and circles less noticeable. This would impair mappers' ability to create contrast in song components using sliders and circles.
However, I also think that as a rhythm game, it is important for the sliders to be clicked somewhat on time. Therefore, I propose having a separate OD for sliders in which the timing window for sliders is 2x longer than the timing window for circles. For example, a map has OD10. There would be +- 19.5 ms leniency for circles and +- 39 ms leniency for sliders (effectively OD 6.66~). The multiplier may be adjusted based on testing of the score system in the future.
For other components of the scoreV2 system:
I agree and second Halfslashed's idea for combo scaling. Implementation of Halfslashed's idea would further differentiate and reward high combos. This change still would make team carry (which scoreV2 tries to prevent) difficult to do as the difference between full combo score and half combo score (one miss in the middle and assume same accuracy) would be 8.75% of the score cap.
However, I also think that as a rhythm game, it is important for the sliders to be clicked somewhat on time. Therefore, I propose having a separate OD for sliders in which the timing window for sliders is 2x longer than the timing window for circles. For example, a map has OD10. There would be +- 19.5 ms leniency for circles and +- 39 ms leniency for sliders (effectively OD 6.66~). The multiplier may be adjusted based on testing of the score system in the future.
For other components of the scoreV2 system:
I agree and second Halfslashed's idea for combo scaling. Implementation of Halfslashed's idea would further differentiate and reward high combos. This change still would make team carry (which scoreV2 tries to prevent) difficult to do as the difference between full combo score and half combo score (one miss in the middle and assume same accuracy) would be 8.75% of the score cap.