Homeless Bill, on 14 August 2013 - 09:08 PM, said:
Damage taken could have been a big use, you having stayed alive and torso twisted to tank for your team. It could also mean you were bad and cowardly, and the eight remaining vultures descended upon you so fiercely that your entire 'mech melted. How would you quantify time being shot at? Time locked on? What if you have ECM or they just aren't targeting you. It's all just too difficult to put into code.
I remember a particular match where I broke up the enemy blob by distracting five of them, leading them away from their base and out towards the Epsilon area. The other seven guys on my team steamrolled, and the fact that I split them early and stayed alive a ridiculous amount of time outweighed the fact that I'd done almost no damage.
Sadly, I don't think there's a good way to score some of the more abstract concepts of battlefield utility.
Maybe we actually need less individual rewards?
If the best way to earn C-Bills and XP is too shoot other people (ideally getting lots of assists along the way), but this is actually not the best way to win a match, then the reward system creates tension between the strategy to win a mathc and the strategy to win rewards.
So what, you barely got damage but split up the enemy team so your team could steamroll: T his should manifest in your team's results - the othe rplayers would have gotten more kills, and should have suffered less damage and less losses because of your actions, even if your own damage output, kills or assists where pathetic.
If you would have just run away and hid' in a corner, your enemy team couldn't have done what you did, but your individual score might actually look just as bad.
So, give "team-effort" based rewards. Give the team extra money for every survivor they had, extra money for taking little damage, and shift the overall reward scheme so the rewards for team effort are worth sufficient amounts that "taking one for the team" is worth it.