So, I doubt this will fix the problem, but it might help a little bit.
The way I understand it is this: when you vote on entries in a battle, your actual influence in the end is determined by taking your influence and dividing it by the number of entries in the battle, and then multiplying it by the number of entries you voted on. (
Can someone please confirm this?) This is nice, because it disincentivizes people from only voting on their favorite entries, and it also keeps down the overall influence of people who register just to vote on their friend's tracks. However, it has the unfortunate problem of making it a chore to get one's influence fraction up to the point where their votes will really mean anything.
So I was playing around in Desmos and I came up with
this graph. Here's the idea: instead of getting the influence fraction by dividing the number of entries voted on by the total number of entries in the battle, we could instead use this function (
f(x) in the Desmos graph) to get the influence fraction. What this does is it makes it much faster to get up to about half of your potential influence; then, you sort of hang out around 50% for a while, and then, as you reach the end of your voting frenzy, you begin to quickly ramp up again until you hit full influence at 100% voting completion. Using this function, you still have almost no influence with almost no voting completion, 50% influence with 50% voting completion, and 100% influence with 100% completion; it just changes how you go between these numbers.
You can play around the with the sliders to see what I'm talking about: change
n to change the number of entries in the battle, and change
m to change how sharply the ramping occurs.
Thoughts?