If they insisting on keeping kills as part of the formula, then they should at least be weighted by the amount of damage done as a proportion of the total damage done to the enemy team.
So if all twelve enemies die, here are two examples:
1. Player A scores 6 kills, more or less stealing them. Player A did 500 damage of a total of 2,500 done to the enemy team. This means that on average, one enemy needed 208.33 damage to die, but the player did only 83.33 damage per target. Player A's kill score gets multiplied by (83.33/208.33). Normally. this would equate to 153.33 points using the current formula. Adjusted, it would become 81.33 points.
2. Player B scores 4 kills, playing normally. Player B did 850 damage of a total of 2,500 done to the enemy team. This means that on average, one enemy needed 208.33 damage to die, and the player did 212.50 damage per target. Player B's kill score gets multiplied by (212.50/208.33). Normally, this would equate to 133.33 points using the current formula. Adjusted, it would become 134.93 points.
Of course, the formula would need to be more complex, in order to not punish players who get kills on almost dead targets, or reward players who inefficiently chip away at their targets to buff up the multiplier. Maybe use a logarithmic scale for the multiplier? And
definitely add weight to the multiplier by taking into consideration the tonnage of the mech used.
Still, something along these lines would be fundamentally more fair than what we have now, because no matter how you go about reasoning about the system, a person who whittled down an enemy's armor and exposed the juicy, red core, was more valuable to the team than someone who slid lasers across the almost-dead target at the right moment.
I could spend a bunch of time on ironing out the formula, but they're not paying me for my time. In fact, I'm paying
them. So they should get to it.
Edited by Baron Blitz Fokheimer, 19 August 2014 - 03:54 AM.