Ok I bite. I'm running through the EOM I have on the new scoring, I have about 14 good complete screen caps to work from.. good enough sample size. My games are fairly consistent -- all Skirmish, 10 in LRM Hunchback and 4 in DF EBJ.
At the current moment, I'm working from the following assumptions:
1. PGI used a relatively simple weighted algo. This is because programmers generally prefer simpler setup (complex ones go boom too easily), the calculations for 24 players have to be fast at the end of game, and for QC, something that is easy to eyeball from EOM scores is desirable (but by no means necessary).
2. PGI is deliberately trying to weight the algo towards team-centric awards, particularly for lighter classes Thus, anything that requires two friendly mechs to work together to achieve will likely be weighted higher, whereas things that you can do on your own is weighted lower. However, things that can create bad behaviour in game (kills, kills assists, etc.) will not be weighted highly (because, bad behaviour).
My current set of markers are as follows, and they are not yet accurate.
Win x20
Killing Blow x1
Kill Assist x1
Solo Kill x1
Kill Most Damage Dealt x1
Damage Done x0.5
Team Damage x-5
Spotting Assist x1
Component Destroyed x1
Saviour Kill x2
Flanking x1
Counter ECM x2
Counter ECM Locked Dmg x2
Scouting x5
Brawling x1
Hit and Run x1
Lance in Formation x2
Protected Medium x2
Protection Proximity x2
Some rational --
Kills and damage-based awards have never been the focus of scoring, because they promote bad behaviour. So I don't expect PGI to have weighted them significantly, especially as damage is already a major component.
Lance/ Protected awards, as well as ECM awards, I weighted higher, because these mostly require at least 2 friendly members to work together, or to devote tonnage to team equipment (either BAP, or changing ECM mode).
Saviour Kill is here because at least two members of the team must be fighting in order for this to occur.
Scouting right now is weighted very high, and is unconfirmed, because of one thing -- the entire team can only scout twelve times, and only if you don't fire on it. Thus, it's a limited award.
Team Damage though.. Looking at my data, I suspect it's a sliding scale. 1 point of damage doesn't deduct much, but if you do a lot (more than 4 points?) the deduction looks to be very high. I only got one 10 Team Damage though (UAC40 build), so not enough data.
I'm not so sure on
Death penalty because it really encourages bad behaviour, but it may be in place.
So moving on.. the good thing about having sucky games is that the data is much more easier to interpret. As the simplest case, I had the following EBJ game:
Win, 1 Assist, 75 Dam; EOM 58, Calculated 58
Next two best are:
3 Assist, 481 Dam, 1 Team Damage, 2 Spots, 2 Components, 7 Lance, 13 Protected Medium, 7 Proximity; EOM 296, Calculated 296
1 Assist, 249 Dam, 1 Team Damage, 2 Components, 2 Lance, 11 Protected Medium, 4 Proximity; EOM 156, Calculated 156
And a more complex case:
1 Assist, 1 Most Damage, 400 Dam, 1 Team Damage, 4 Spots, 2 Scouts, 1 Hit and Run, 5 Protected Medium, 2 Protection Proximity; EOM 226, Calculated 226
But after which, it starts to break down.
In my sample of 14 games, aside from the above 4 games that are dead on, I have 3 with 3 points under (my calculations gave lower), and the remaining 7 games doing 10 points or more under (again, I underscored the actual).
Of the 7 "bad", I have 4 with more than 2 points of Team Damage (2, 4, 5, and 10). I also had more cases of Hit And Run, Brawling, and in two cases, actually being alive at the end of game. So I need to narrow things a bit more.
That's what I have at the moment.
EDIT: Sod. Forum software can't take tables.. reformatted.
Edited by Lynx7725, 24 August 2015 - 06:42 PM.