However i know the current xp system while fairer than those 3 statistics is still flawed, yet with adjustments it could be the perfect tool for future measurements of a player's participation in a combat.
In this thread i'll try to come up with a formula that is better than the current one in game.
The current xp system uses:
Fix xp for spotting/tag/narc assist if missiles connect to the target.
Fix xp for component destruction.
50ish xp for the killing hit.
150ish xp pool spread between those who damaged a mech on a percentage base (the more damage one does to a mech the more he/she gets from this pool).
How i would do this:
Fix 250 xp pool for each mech with some deviation for rounding purposes, any reward for those who fight this mech is subtracted from this pool.
100 xp spread between those who damaged that part of the mech which caused it's destruction in a percentage based system.
Example:
A mech has 15 head armor and 15 head internals.
Player1 does 20 damage to the mech's head.
Player2 does 10 damage to the mech's head.
The said mech dies.
Player1 is rewarded with 67 xp.
Player2 is rewarded with 33 xp.
If no other damage was done to the important parts (explained below) of the mech then the rest of the pool (150xp) is spread between Player1 and Player2 in a similar fashion, so 100 and 50XP respectively.
150 xp is spread between those who damage important parts of the mech weighted by the importance of each section.
Each part of a mech has an importance rating assigned to them and players collect importance points as they damage them:
The rating gained between an a TAG/NARC carrier and the LRM support is split evenly.
None of the mech parts can have more than 10 importance rating.
Vital parts have an importance rating of 10.
This means head, CT and legs (the two legs count as one part for this calculation) are always vital, in case the target has XL engine side torsos also count as vital.
Non-vital parts have a base importance rating of 0 which is increased by the equipment placed in them.
Weapons have an importance rating of 3.
Other equipments each have an importance rating of 1.
Example on the full system with a popular build:
I'm not sure about the correct internal structure values so please post them here! In the meantime i use them as half the maximum armor of each section.
Link to the build (smurfy): http://mwo.smurfy-ne...ef1af1a3cb1c39c
Internal structure HP in the calculations 'til someone corrects me:
Head: 14
Right and Left torso: 38
Center torso: 58
Arms: 30
Legs: 38
Importance ratings:
Head: 10
Torso sections: 10
Right leg: 7
Left leg: 7
Right arm: 5
Left arm: 0
This mech is torn apart by 6 players:
Player1 deals 50 damage to the Center torso and 30 damage to the head.
Player1 destruction importance rating: 50*10+30*10=800
Player2 deals 90 damage to the Right arm and the Gauss rifle explosion in it damages the Right torso internals for 10 damage.
Player2 destruction importance rating: 90*5+10*10=550
Player3 deals 20 damage to the Right leg and TAGs for Player4 who deals 30 damage to the Center torso and 10 damage to each side torso with LRM5s (with 9 salvos, obviously some missiles missed from each salvo).
Player3 destruction importance rating: 20*7+((30+10+10)*10)/2=390
Player4 destruction importance rating: ((30+10+10)*10)/2=250
Player5 deals 70 damage to the empty left arm and destroys it.
Player5 destruction importance rating: 0
Player6 "killsteals" the mech with a headshot, that is 4 damage.
Player6 destruction importance rating: 4*10=40
Let's look at the XP gained:
XP is only handed out if a mech is destroyed in my formula, no rewards if the job is not finished.
If you win by capping then we can safely assume the living enemy mechs escaped.
Sum of damage: 80+100+20+50+70+4=324
Summary of destruction importance ratings: 800+550+390+250+40=2030
XP gained per player (xp is rounded) according to my formula:
Player1: 147XP
Player2: 41XP
Player3: 29XP
Player4: 18XP
Player5: 0XP
Player6: 15XP
XP according to the current formula (15XP for component destruction and 25 for spotting/NARC/TAG assist per hitting salvo in case they didn't change it if they did post the correct formula on it):
Player1: 37XP
Player2: 46XP
Player3: 234XP
Player4: 23XP
Player5: 47XP
Player6: 51XP
As you can see there are 3 who benefit from the current system much more than they would in mine and in my opinion more than they should have:
- Those who carry TAG/NARC.
- Those who deal damage to unimportant mech parts/strip mechs of their parts.
- And finally those who take the last shot at a mech.
Now i'm not against XP rewards tied to scouting, but it shouldn't interfere with combat rewards like it does now.
From here the XP pools in my example can be tweaked to achieve a desirable balance and amount of XP if a large enough sample is present, but they won't reward the 3 types mentioned above.
I'd also introduce an XP pool of 100 depending on how much of the enemy mech is still functional at it's destruction with 100 being the award of a clean headshot.
Edited by Bloody Moon, 27 April 2013 - 08:52 AM.