Partial Defeat / Partial Victory
The IP won or lost on a game should be modified by how well the team has done in the game.
In the past, Riot has said they would not include things like KDA's or cs, and they are right to do so. Their (correct) reasoning is that modifying IP losses and gains through things like KDA's would distort the incentives of players. Players would try to rack up a good KDA instead of doing things that are good for the team. For example, a support might not sacrifice herself for the ADC even if doing so increased her teams chances of wining. LOL is a team game, and IP gains and losses should reflect team performance.
Indeed, this is the crux of the matter. You can measure team success through things other than just destruction of the nexus. For example, whether an inhib was destroyed or the turret count. Let's spell this one out.
- Total Victory - your team destroys the enemy nexus and none of your team's inhibitors were destroyed 2.** Partial Victory** - your team destroys the enemy nexus but at least one of your inhibitors was destroyed
- Partial Defeat - your team's nexus was destroyed, but you also destroyed one of their inhibitors
- Total Defeat - your team's nexus was destroyed and you did not destroy any of their inhibitors.
What's the Point?
There are two benefits to modifying ELO gains and losses based on other events in the game. First, doing so improves the speed at which a player's ELO converges on his latent skill. The current binary measure of success is a messy measure of how well your team did; a simple win/loss outcome throws away a lot of information in the game that is informative of a team's performance. Consequently, it takes a lot of games for your ELO to converge on your latent skill level. Incorporating intermediate outcomes like inhibitor kills would improve the informational content of the game's outcome.
Second, doing so would improve the motivation of players on both the winning and the losing team. In many games I have played, teammates have given up when winning the game becomes a long shot. But it is easier to kill an inhibitor than to win. So losing teams might decide that the chances of winning are slim but the chances of mitigating IP losses with an inhibitor kill are worth exerting more effort. On the other hand, many winning teams drag out games because they get overconfident and feel assured of victory. The possibility of gaining fewer points from a partial victory would incentivize them finish games faster.
An objection to this is that it would distort incentives, and this is partially true. A team that is losing might decided to have 4 champs defend the other team's 5-man siege while sending their fifth to split push for an inhibitor. This might decrease the chances the losing team makes a comeback, while at the same time maximizing the expected IP gains. Purists might consider this a problem. However, I think this would actually make the game more interesting. A team that has snowballed hard and is virtually assured of victory must remain diligent to ensure they do not throw away their total victory.
Thoughts?