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Call For A More Intelligent Match Scoring System


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#1 ColourfulConfetti

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Posted 23 September 2015 - 08:57 AM

So I'm, going to copy paste a reply I made on a PSR related thread and touch it up, because I think a more advanced rewards and match score system is a good idea. If for some reason the concept or idea behind it burns you and offends you, please feel free to ***** and moan all you like about it.

Whether your mech dies or not shouldn't affect matchscore at all and whether you win or lose shouldn't have such a large impact on PSR, it's PILOT skill rating after all. It's rewarding the comp group droppers and really hurting the guys who solo drop 90% of the time. Though it does work out quite well for lrm and streak boats. It's completely stupid how the game punishes you so severely for dying, especially for heavies and assaults, it's in the job description to tank damage, this kind of scoring encourages poor play. Btw winning is basically a free pass for PSR rank ups. It doesn't matter how poorly you did, even if you have a even 100 match score, you WILL rank up. The PSr in it's current state is better than Elo but still quite flawed.

If I had faith in PGI's programming abilities I'd vouch for a more advanced way of calculating matchsore, something critical like how much damage you did to the CT or ST (if they have an IS XL)legs or cockpit of a mech. So the program when then see how much damage you contributed to that mechs death. Example, if the mech died via destroyed CT and you contributed 75% of the damage to the CT you get a reward from the reward system ("Hotshot" or something) as well as a +20-30 to the match score. The program's job is to reward who did the most damage to the destroyed component that caused the mechs death. Get's a bit tricky when you kill a mech via legs. Best way around that is to calculate who did the most damage on the leg that went down first and do the the same for the second leg but only have that damage contribution count for half. Add both of those values when the mech dies via legging and reward who gets the highest damage score on the legs. Maybe there could be a distinction base on the mech's speed and on class. So if it was a light mech and it's speed is over 120 khp, the first leg to go rule applies, if it is an assault, damage for both legs is calculated normally.

It'd also be nice to have a reward and matchscore boost towards removing a component with a lot of weapons and/or heatsinks in it. Give some matchscore based on how many weapons and heatsinks were destroyed from it. So if you pop a torso with 20 tons of weapon on it lets say you get 25% of that tonnage in matchsore, so 5 matchscore for killing off a gauss, 3 heatsinks, and a medium pulse that are in the hunchback's right torso and right arm assuming you were the one who did the most damage to the right torso.

But again, this is IF I had faith in PGI programming abilities or even common sense. On a similar note damage should be dropped down to 6 damage for 1 matchscore and killing blow should be about +5 matchsore instead of one, eliminating a red CT, ST or red legged mech should still be rewarded decently, you still dropped a threat from the battlefield and used your targeting info to your advantage. Using a more advanced program you can have the reward check how many weapons the mech had left and add a reduction of matchscore bonus if it had less than half or even nullify the reward completely if it had no weapons left at all.

In the end it's not about pure damage, it's about where that damage went.

#2 ColourfulConfetti

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Posted 23 September 2015 - 09:48 AM

Tl;dr? haha

Edited by PalmaRoma, 23 September 2015 - 09:48 AM.






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