Hoooo boy.. A lot of hate for the new points system.
I'd have thought that most people would want to win despite the points because the game isn't about getting points. :-/
The points provide features like letting players play with players of roughly their own skill, an improved (but of course not absolute) way of judging a player's skill, a deterrent to the problem of civil disorders, and a way of preventing players from joining too many games. But points aren't supposed to be the reason for playing phpDip, they just try and improve it by cutting out some of the unpleasantness of playing with bad players and having players leave mid-game.
That having been said, here are a list of the various scenarios that a player might find himself in, and a look at how the points system might affect their decision from the perspective that points are a matter of life & death:
- You have a chance of winning
---- You want to win
-------- New system: You'll try to win to get as many points as possible
-------- Old system: You'll try to win (don't ask me why anyone would want to do this without the precious points! ;-) )
---- You want to draw because of a strong alliance
-------- Draws aren't implemented yet. At the moment large alliances will pick on smaller players until one of the people in the alliance wins. This isn't ideal as it means smaller players lose points when they don't deserve to, but this is because draws aren't implemented, not because of a problem with the points system.
- You don't have a chance of winning
---- You don't have a chance of winning, but you have an alliance with a larger power who does stand a chance of winning.
-------- New system: You help out the larger power. You're not going to win but by helping him out you'll be able to get some land back from the larger player.
-------- Old system: You leave, the larger power that would have stood a chance of winning no longer does, because he doesn't have your support
---- You don't have a chance of winning, but there are a significant number of small powers still around.
-------- New system: You band up with the other small powers. You're not the biggest or the most well-positioned of the small powers so you're not going to win, but by banding up you could take a large slice of the lead player and get more points in the process.
-------- Old system: Unless there's a tangible chance of leading the pack of small countries, and taking victory after taking the lead from the leading player, you leave along with the other players. And you have to hope that no-one decides he's not going to win and leaves while you're leading him, and the other smaller players, against the lead player.
---- You don't have a chance of winning, and there's no way you can expect to get territories back from the leading player
-------- New system: You'll stick around and try to protect your territories against the lead player, or try and grab territories from the other smaller players.
-------- Old system: You leave the game and go into civil disorder. The leading player only needs to reach a threshold where the smaller players think they can't stop him, and they all give up.