Tinker Pi
xCosmic Voidx Ishuk-Raata Enforcement Directive
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Posted - 2014.04.12 17:10:00 -
[1] - Quote
(I know it's necro but just came across this and had to put in some input.)
A little guess on what could be a good system. Keep the K/D Ratio. But add in these little things that would make skills, professionalism, and of course combat tactics more noticeable than a one set K/Dr. Also not hard to implement at all.
Due note that these are only suggestions based on what I personally would look at in people's performances in order to see what they are good at, what they are bad at, and what they can be best for in a combat team.
Assist/Death- The amount of kill assists you put into before death overall.
Assistant- Your overall Assisted Kills.
Revival/Death- What your average is for revives before you die overall.
Total Revival- Your overall revivals
Weapon Accuracy Average per match- Accrual Rating of how well you perform with a weapon type(s) In matches
Weapon Accuracy Lifetime-Accrual Rating of your overall weapon type(s)
Vehicle Time Overall (Spread between each type)- Shows how much time you've put into being a driver/tanker/pilot/gunner
Vehicle Pilot DriveTime/Death- How long you usually last in a vehicle before being blown up.
Vehicle Gunnery Time- Shows how long you spent behind the good ol "ma, deuce"
Repair Vehicle Lifetime- How many overall points you've racked up from repairing vehicles.
Repair Vehicle Points/Death- How many points of repairing vehicles before being headbutted by a heavy.
Repair Armor Lifetime- How many overall points you've racked up by repairing your battle buddies.
Repair Armor Points/Death- Your average points on repairing buddies before taking a rocket to the face.
Team Lead Time Overall- How long you've spent as a leader in game of at least one other player.
Team Lead Time/Death- How long you are normally alive before taking a plasma shell to the groin.
Team Lead Point Overall- How many War Points you have earned overall as a leader.
Team Lead Point PerMatch Average- The average of points you make during matches.
Squaddie Time- Time you've spent as a squad member in a team with a leader.
Squaddie Performer- Number of objectives or locations you went to after being ordered to get to them.(May require some minor configuration in script.)
Squaddie Performance/ Death- Number of objectives you've completed before being sat on by Rosie Odonnel.
Tactical Demo Overall- Number of total Kills you gain with remote explosives.
Tactical Demo/Death- Number of people you blow up before you get ran over by a reindeer.
AirTime- Amount of total time you've spent hard dropping withing 25meters of an enemy.
Cloak Runner- Total amount of time you've put in to being a ghost. You sneaky bugger.
Cloaked Assailant- Total Kills you've collected while being cloaked (Hard to pull off but hey, challenge people.)
Long Distance Relationship- Total Kills over 100Meters away.
Heavy Rain- Total number of times you've calling in an orbital bombardment.
Blue Falcon(Aka Buddy F***er)- Total Damage Number of how much you've shot your battle buddies. Don't be a Bravo Foxtrot.
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Tinker Pi
xCosmic Voidx Ishuk-Raata Enforcement Directive
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Posted - 2014.04.12 19:07:00 -
[2] - Quote
Keep the Kill/Death Ratio, that way the CoDtards who play Dust don't have to be butthurt over their 100/0sElitePnz0rz or whatever. Give us actual Tact Minded people more options on how to judge other players. Read my above example on what would be a good list of options for recording progression. It's simple, diverse, and covers almost everything. Hopefully by doing this you'd have more people play the game intelligently, instead of just running and gunning. Nothing against it (They make great cannon fodder so kill teams can move in.) but if this game was pointed towards gun runners, it wouldn't have such a diverse skill system in the first place. |
Tinker Pi
xCosmic Voidx Ishuk-Raata Enforcement Directive
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Posted - 2014.04.12 20:08:00 -
[3] - Quote
The idea for ISK/Death or ISK/-ISK is a good idea as well, but would require a lot of tweaking and fine tuning with finacial gain/loss in Dust. I still say just have an "Everything ever data recorder" like my first post, but here is what ISK/-ISK would require.
Isk/-Isk would only work if both was from respawning(Gear/Weapons), and calling in vehicles(Although I think they should add in ammo costs as well.). Along with proper earnings. If I spent lets say 100,000 isk somehow in a match, and earned 100,100 isk from a total score, I only made 100 isk. That would be a proper format as long as people had the ability to inspect other peoples wallet pace. The wallet pace would basically be what you earn/lose after each battle. A system like that would punish the fodder boys, but it would be seamless, practical, and show who is more efficient vs those who are not.
Example Wallet Pace- I inspect Mr.McSpankster. His Wallet Pace log would look like this for a new character who just played her/his first match.
500,000 Startoff Isk.
Battle1- Spent 63,910 isk. Earned 190,291
(500,000 - 63,910) + 190,291 = 626,381
A format like this would be harder to progress with unless you were smart about how you handled your match. To balance it out with AUR, players, have it so what items require ISK on top of the AUR and a higher amount. IE- My NEO Scout C/1-Series is 80AUR. Make it 80AUR+300,000ISK. Sure it's a little extra work to get to, but it would make it more challenging.
If they took the idea to shove in ammo and ammo costs during matches, a AUR weapon should cost 1AUR per clip, an ISK only weapon would cost 128,570 per clip (Yes that is 128,570ISK to 1AUR). Ammo management. Sure you could base it off type and all that, but universal pricing ammo would make more sense as well because it levels out the playing field with a hard price. War isn't cheap anyways. |