Victor Morson, on 25 April 2013 - 11:27 PM, said:
From my understanding, the idea was that high ELO players would be worth more money to kill. My concern is that you would attempt to sync drop with said high ELO players for the express purpose of killing them for high cash farming, to the point you'd probably have people multi-boxing just to have two ELO accounts or more take turns murdering each other for cash farming.
Though, I will admit, this is not nearly as bad as EVE where you could have player-set bounties. I should have clarified, because that was infinitely more exploitable (If someone put a 10 billion ISK bounty on your head, you could have your buddy ice you in a shuttle and split the reward money. Seriously broken.)
farming would likely only allow most players to break even. generally most players in a group will have roughly the same stats because they play together. so if anyone did that they would likely only earn the average amount of cbills/xp. the only way farming could be consistently done would be if new players were allowed to kill veterans repeatedly. the mech values themselves do skew this, but i mostly see it as a non-issue. besides this tends to be well balanced by the vanity of most players (they don't want their precious KD to drop any).
side note: the eve system does work somewhat better if the person with the bounty has invested heavily in implants.
edit: read your post again and now i think i understand the issue. having a high ELO yourself counteracts the bonuses. two players with equal ELO will earn the standard rate for xp/cbills. a player with a high ELO vs. a player with low ELO will earn less than normal. a player with low ELO hurting a player with high ELO will gain more than average.
it is the ratio of the opposed skill values that controls the reward.
i am going to use simple ELO values to try to express this clearly.
3 players
- newb has an ELO of 1 (unskilled / just started)
- average guy has an ELO of 5 (does well but nothing to brag about)
- veteran has an ELO of 11 (this one goes to eleven)
case 1:
newb does this damage to average guy: (100 cbills) X (average guys ELO score of 5) / (newbs ELO score of 1) = 500 cbills
case 2:
veteran does this damage to average guy (same target but much more skilled shooter): (100 cbills) X (average guys ELO score of 5) / (veterans ELO score of 11) = 45 cbills
in case 2 the target was the same but the shooters high value counteracted any bonus that would have been earned.
FOR ANYONE READING THIS THESE ARE NOT THE VALUES I AM ADVOCATING THIS WAS A DEMONSTRATION OF HOW THE GENERAL MECHANICS OF THE SYSTEM WORK.
Edited by blinkin, 25 April 2013 - 11:57 PM.