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Tournaments: Different Scoring For Different Modes


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#1 Karl TenBrew

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Posted 06 October 2014 - 05:58 PM

Lazy reader's version at the bottom.

The Worthy Adversaries 2 bonus C-bills is/was great. Really. It encourages people who know they won't make the leaderboard to keep playing and trying to do better, in addition to the leaderboard's encouragement to do better with a crystal clear reward structure: Win, assist, do damage, kill if you can. It's also something you have to work for without being a stupidly high bar to reach. 12 assists and 151 damage or more is all you need on a win. Do more damage or get a kill, need less assists.

So what's the problem?

Your match score is calculated the same way regardless of game mode, for one thing. This highlighted the problem with the formula pretty quickly. Let's say you're a Light or Medium pilot taking advantage of all those greedy Heavy/Assault pilots to get lightning queue times instead of waiting 7+ min. If you choose Skirmish/Assault only, or even one of those modes only, you will run into middling queue times instead of short ones and more mismatched games than usual. All things being fair, this means you'll get ROFLSTOMPED a lot more, and more of your wins will also be ROFLSTOMPS. These games mean something for you even on a win: you are LESS likely to get the assists you need, because enemies will be caught out and possibly blocked by allies or enemies.

By contrast, if you drop in Conquest, you are less likely to get said assists because the game-mode itself encourages splitting up. On the other-other hand, base-capping and turrets in Assault mode mean nothing for the leaderboard. Unless you play these modes like Skirmish, you will likely not get rewards...and if you do play like Skirmish, you're more likely lose. Even the best players on the winning team scoring 4-5 kills can often wind up short.

The challenge really needs to encourage more balanced drops by giving an incentive to actually drop in Lights and Mediums during such a thing, as well as dropping for multiple game modes (including conquest!). For now, I would suggest leaving the leaderboard scoring alone and tweaking only the bonus scoring. Future events with modified scoring can show how well this works and how balanced it is without affecting the leaderboard itself, allowing for similar possible leaderboard scoring changes in the future.

Proposed:
-Assault should reward 1/5th assist credit for damaging an enemy base turret, and 1/3rd credit for actually destroying it.
-Assault should give credit proportional to base capture meter being moved, such as 1 assist for being on target for 1/4th of the meter.
-Assault should give additional credit for defending your own base. Damage to enemies in the base markers should be credited 1.5x, assists and kills on the base should give 1.25-1.3x credit. Artillery/Air strike damage should not be boosted (hitting a cluster of enemies like that is its own reward).

-Conquest should have some formula for captures as damage. It should also probably reward ticking away enemy capture points more than securing an allied capture point. No rewards for standing on allied capture point that is maxxed, but some reward for preventing enemy progress. Suggested base formula:
(Allied capture pad for a full second * 1) + (Neutral capture pad for a full second * 2) + (Enemy capture pad for a full second *3) + (Converted enemy pad to neutral * 5) + (Converted neutral pad to ally * 4) + (Prevented enemy from pad progress for a full second * 3)
The numbers are meant to be a baseline relative to each other and could just as easily provide 1/4th this amount to double it if deemed appropriate.


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Too long to read? [redacted] Suggested fix for alternate/additional scoring for Assault and Conquest game modes for the future to encouarge balanced drops all around."

Edited by Egomane, 07 October 2014 - 03:04 AM.
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