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The idea was slightly simpler, but along the same lines: compare the player's rating with the average rating of the other players in the tournament and add a bonus that depends on the placement. That is, if a player takes Nth place in a tournament among relatively weak players (the average rating is not high), they receive a small bonus. But for the same place among strong players (the average rating is higher), they receive a larger bonus. The calculation principle is the same – a proportionality coefficient. I think this option is more appropriate because it still reflects the strength of the opponents, not the player's rating itself...
There's nothing absurd about this. Although, someone will definitely see something absurd here and say, "Why give bonuses to turtles! Give out Grails by the bucketful, but don't give out ratings for free!" :D
But I think it's worth introducing bonus optimization after the main calculation schemes have been worked out. Because it's still unknown how everything will look in reality – maybe the bonuses will really be excessive... Things are moving too slowly with the tournaments... They should have already created some maps, set deadlines, and let people have fun! :) Little by little, the process will get going. But the more talk and theory, the more boring and vague the prospect becomes...