FRAGTAST1C, on 28 December 2018 - 02:37 AM, said:
Maybe track how many enemies have fired upon you. The game already tracks damage done by weapon type and displays it when you die. A bit more leveraging of data can yield, with high accuracy, just exactly how the damage was done to you and based on that, a tank reaps the reward accordingly.
Well, here's the problem. Do we just reward people with poor positioning that forced them to tank damage?
Because the way I see it, we can have such system but still have poor decisions indistinguishable to good decisions.
What about instead of specific score based on health? What if we just triggered score like "Defensive Kill".
Quote
"Tanking"
Awarded for receiving damage while the rest of the team is exposed. If there is at least 3 or more other available targets within the LOS of the attacking enemy and 270 meter AOE around the damaged target.
LRM IDF means other targets should be available to be locked.
This way, the system could differentiate events of poor positioning, to acting actually as a shield. This also encourages armor-sharing, because it will only be triggered if you are with your team being exposed altogether.
While this could also mean that the entire team is just out of position being poor players, but at least you are sharing armor and thereby taking one (or more) for the team. Else if the rest of the team is within cover, and you're the only one exposed, then it means you are the one out of position.
Bonus could provide 2000 CB and 2 MS per percent of hp lost, so a tank that happened to maximize health of at least 98% HP lost then it should award 196 MS and 196,000 CB. The criteria of HP lost incentivizes armor-rolling and side-shielding for maximum bonuses, else if they are a poor tank then they won't be rewarded as much.
Scoring could be triggered every after 1.0s of being damaged, with the net HP calculated in between.
Edited by The6thMessenger, 28 December 2018 - 04:05 AM.