Here's a scenario I'm thinking through ATM. I'd like to see some opinions.
In a worker-placement mechanic, decrementing values are assigned based on sequence. That is, in a 2-3 player game, placing a worker in a particular location first earns 3 VP, placing second earns 2 VP, and placing third earns 1 VP. In a 4-6 player game an extra space for each point value becomes available, so that 1st and 2nd place both take 3VP, 3rd and 4th take 2VP, and 5th and 6th take 1VP. Note that you don't need to have 5-6 players to make the 5th and 6th placement viable -- 3 rounds of play are completed before a partial reset takes place, and each location could potentially be placed twice per round -- so in a 4+ player game, it is possible to use all six spaces in three rounds, while in a 2-3 player game, two rounds are sufficient to claim all three spaces.
With me so far? What I'm wondering about is the theoretical underpinning of this approach. The max number of spaces is driven by sufficiency. I want every player to have a chance at using each location at least once in the three round cycle, though "chance" does not mean "guarantee" or even "choice" in this context, merely an equal opportunity. The fact that four players would have equal placements available as compared to five and six goes against this somewhat, and it means that scores are likely to vary substantially with different player counts.
I wonder if this is a good or bad thing (or merely indifferent). My experience of Agricola suggests that having more or less choices based on different counts can be an aid to replayability. On the other hand I've seen people complain on the Geek that certain games aren't worth playing if you have less than the optimal number of players.
Thoughts? Experiences? Bemused stares?