Etrian wrote:It's the hardest scoring system to learn, and the hardest to execute accordingly. We were actually agreeing about this but this isn't what I'm getting at. :|
Execute accordingly is not the right way to put it. Generally, there is a rule of thumb in IN, and it is: get more time orbs out of anything at all costs. This, by itself, does make it gradually harder to do, because to get 50% more time orbs per stage than you normally do, you need to get like 200% better at the stage. Including no-missing/no-bombing, milking and capturing spellcards, and all that. It's like going to a shooting range, and instead of accepting just hitting the target, going straight for the bull's eye each time.
Nothing is made more complex that way, it's the execution standard that changes.
Etrian wrote:...and I've said this, like, 3 times now? But no, it still isn't getting through to you. You could provide examples of other Touhou games with a more complex system, or like... anything, maybe something that's going to counter my argument.. but nothing. So far, you're throwing "IN's scoring system is simple once you understand how, but difficult to master", when you should be throwing "IN's scoring system isn't the hardest to learn out of the rest of the series because _____".
Alright, I can do it this way as well. IN's scoring system isn't the hardest to learn because all of its main/basic principles (get more time orbs, pick up all items at PoC, no-miss/no-bomb) work with each other linearly. Which is, if you get more time orbs, your points will be worth more. If you pick more point items, the time orbs will be worth more. Missing and panicbombing reduces the amount of time orbs you've collected and has a negative impact on the endgame bonus. That's all there is to it.
Perfect Cherry Blossom has a more complex scoring system, because the dependence between its main scoring elements is frighteningly nonlinear, i.e. get this: you trade one benefit for another. For instance, the maximum lives/bombs you can have at the end of the game is 8/8, but the current Lunatic WR for Sakuya-B (2.98 billions) ends the game with 7/2. No, not because the player is bad, quite the opposite: because the player knew where to use the spare lives/bombs to increase the multiplier. Another example from the Lunatic WR table: the current #1 (2.4B) for Marisa-A is held by ISO, who ends the game with 8/2. The previous record (2.36B) was held by HASEGA~ with 5/2. The only reason ISO managed to get these 40 millions required to beat it is that he gets almost a hundred more point items. But a hundred point items should net way more than 40 millions, not to mention the 90 millions from extra lives, how is that? It's that HASEGA~ traded his spares for a much better multiplier, which made
his items worth more.
This is complex, and you have a lot of things to consider when planning out a run. For a game like IN, you don't have to plan anything: you just
play better, and your score goes up. Have someone play PCB like they would play IN, and the score will most likely never go over 60% of the WR, because that's where "play better" ends its dominance and "have a better strategy" prevails.
[EDIT]
Shoe's post above sums it up well. You don't need to micromanage stuff in IN, while you must in PCB. End of story.