Less predictable? How about Miki have more jumps, Alissa have more spins, Caroline have more spins. It's not better, it's dividing skaters into two camps, the spinners and the jumpers. It's more predictable because everyone knows the path the skaters will pick.
It's not about jumps vs. spins. It's about tailoring programs to the music and to each skater's best abilities. It's less predictable because you don't know exactly how many elements of each type a skater will perform. It provides more variety to skating because even if you do know a skater's exact layout beforehand, odds are the layouts will be much more varied than they currently are. You won't see everyone attempting ungainly 3-jump combinations. You won't see everyone doing the exact same quantity of footwork/spiral sequences. You won't see everyone doing the same quantity of spins or jumping passes.
Also, Miki
wouldn't have more jumps. The amount of jumps skaters are currently doing is the absolute maximum that would be allowed under the new rules. If Miki wanted to do as many jumps as she currently does, which I'm sure she would, the Spiral Sequence would have to come out to make room for all of those jumps. And that's perfectly fine if she drops the Spiral Sequence. I don't think anyone really wants to see her grab her leg in a half-stretched position for 5+ seconds anyway.
First of all, spins aren't worth more points unless you're rewriting the entire base value for every single elements. Then that opens another can of worm. Why not give Alissa 100 points for her spin, too?
Don't misstate the points. Spins wouldn't be worth Quads or Triple Axels.
Base value and GOE values would certainly be adjusted, but it's not at all a can of worms. It has been talked about in the past in a very long thread. I didn't want to bring all of that other CoP talk into this thread, I wanted to save it for another thread, but I'll talk about it here since you are so uncooperative. These would be the new base values for jumps:
4Lutz -
12.6 (-2.6, +1.0 for GOE)
4Flip -
12.2 (-2.5, +1.0 for GOE)
4Loop -
11.8 (-2.4, +1.0 for GOE)
4Sal -
10.2 (-2.1, +1.0 for GOE)
4Toe -
9.8 (-2.0, +1.0 for GOE)
3Axel -
8.0 (-1.7, +1.0 for GOE)
3Lutz -
5.4 (-1.3, +.8 for GOE)
3Flip -
5.0 (-1.2, +.8 for GOE)
3Loop -
4.6 (-1.1, +.8 for GOE)
3Sal -
3.6 (-1, -1, -.9, +.7 for GOE)
3Toe -
3.4 (-1, -.9, -.9, +.7 for GOE)
2Axel -
2.5 (-.7, -.7, -.6, +.7 for GOE)
2Lutz -
1.5 (-.5, -.4, -.4, +.5 for GOE)
2Flip -
1.4 (-.4, +.5 for GOE)
2Loop -
1.3 (-.4, -.4, -.3 +.5 for GOE)
2Sal -
1.0 (.-3, -.3, -.2, +.5 for GOE)
2Toe -
1.0 (-.3, -.3, -.2, +.5 for GOE)
1Axel -
.8 (-.2, +.5 for GOE)
1Lutz -
.4 (-.1, +.2 for GOE)
1Flip -
.3 (-.1, +.2 for GOE)
1Loop -
.3 (-.1, +.2 for GOE)
1Sal -
.2 (-.1, +.2 for GOE)
1Toe -
.2 (-.1, +.2 for GOE)
I'll leave the values for underrotated jumps out if it for now (and also the specifics about bonuses for combinations).
Here are the new values for spins:
(the 4 point values listed for each type of spin reflect the 4 levels of difficulty)
*Spin in one position and no change of foot* -
1.2,
1.5,
1.8,
2.1 (-.4, +1 GOE for all levels)
*Flying spin with no change of foot or position* and *Change of foot spin with no change of position* -
1.6,
1.9,
2.2,
2.5 (-.5, +1 GOE for all levels)
For all of the types of spins listed so far, these are the base values for an upright spin. Add
.1 to each base value for a Sit Spin,
.3 for a Camel Spin, and
.4 for a Layback Spin.
*Combination spin with no change of foot* -
1.8,
2.3,
2.6,
2.9 (-.5, +1 GOE for all levels)
*Combination spin with change of foot* -
2.2,
2.7,
3.0,
3.3 (-.5, +1 GOE for all levels)
These base values for spins aren't too different from the current values (my base values are actually slightly
lower at the top ends). That would be a minor change. Much more important is the increased +GOE. Doing spins with great quality is very difficult. Even the best spinners don't get huge +GOE on all of their spins.
Which part did I not make sense? Most skaters will choose jumps over spins unless they have spectacular spins and can milk the points on spins. This crazy system will be the dead of 3x3. Everyone will attempt 7 triples LP without a single 3x3.
And here we come to your single-minded train of thought that makes you feel threatened. "OMG, Rachel Flatt's 3x3 might be in jeopardy, so I better argue without having any clue what I'm talking about."
The 3x3 wouldn't be dead at all. 3x3 combinations would be MORE valuable, in fact. If you are a female skater and trying to do a standard 7 Triple program (no Triple Axel) without a 3x3, or without a 2Axel-Triple combination (or sequence, but it's not worth as much that way), that means you need 8 jumping passes. If you try to construct your program like that, it means you have no additional slots for other point-gaining moves. Doing a 3x3 and completing your 7 Triples + Double Axel in 7 jumping passes would not only gain a bigger combination bonus but also give you slots for other moves.
The system I proposed was specifically set up to promote non-jump technical elements with quality execution. You will get more points for extrodionary non-jump elements than you will for a Double Axel, or for tacking on double jumps in combination (doing a 2Loop on the end of a
difficult combination, especially a Quad-Triple or 3Axel-Triple, is another story). It doesn't mean you can just ignore all of the necessary core jumps.