J-Lewis
Edimmu Warfighters Gallente Federation
229
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Posted - 2013.07.20 09:13:00 -
[1] - Quote
How about running an average on academy player KDRs? If you're in, say, the top 20% of academy players, you graduate.
When I played in the academy on an alt, I seemed to average a KDR of 9 to 16. This should have instantly made me graduate IMO, since it's pretty obvious I know what I'm doing.
This keeps old players out of the academy, unless they're willing to purposefully flunk by dieing a bunch.
The graduation should require a minimum of 10 games too, to make fluke KDR streaks less of a factor; after 10 games, if you break into the top 20% of academy mercs in terms of KDR, you graduate. Your KDR upon graduation gets factored into the calculation for what constitutes the top 20%.
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J-Lewis
Edimmu Warfighters Gallente Federation
229
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Posted - 2013.07.21 14:47:00 -
[2] - Quote
LT SHANKS wrote:J-Lewis wrote:How about running an average on academy player KDRs? If you're in, say, the top 20% of academy players, you graduate.
When I played in the academy on an alt, I seemed to average a KDR of 9 to 16. This should have instantly made me graduate IMO, since it's pretty obvious I know what I'm doing.
This keeps old players out of the academy, unless they're willing to purposefully flunk by dieing a bunch.
The graduation should require a minimum of 10 games too, to make fluke KDR streaks less of a factor; after 10 games, if you break into the top 20% of academy mercs in terms of KDR, you graduate. Your KDR upon graduation gets factored into the calculation for what constitutes the top 20%.
What happens when a player does not make it into the top percentile? Would he or she need to play another ten games to be given a chance to graduate again. What if by that time said player actually has a worse KDR? Would he or she be stuck in an infinite loop of academy matches?
Ten games would just be a minimum amount; after that every game counts for graduation. Alternatively, use WP/Death as a metric instead (might be a more accurate metric than KDR for dust?). Regardless, the idea is to set a dynamic player skill wall. It's like an ELO rating if you will. You skim the top players from the academy: those that stand the best chance to compete with veterans on a player skill level. The bar definitely shouldn't be set unreasonably high, but the idea is to keep newbies playing against newbies until they reach the 'top of the newbie food chain' before being let loose in the deep end of the pool. 20% is a pretty big margin, so maybe make the margin dynamic too, to throttle the amount of newbies that are graduated: If there are a lot of newbies entering the game, make the margin smaller.
Regardless, the idea is to have newbies fight newbies to give newbies the maximum amount of time - in combat - to learn the game. Getting blasted by a Duvolle wielding vet doesn't teach you as much as a drawn out firefight when you're brand new to the game and don't know what a Duvolle is yet.
Now, of course, even if you're in the academy, you can still squad up and go fight non academy matches; which is as it works currently.
Theoretically, some players are going to stay in the academy for a very long time, but I don't see anything inherently wrong with this however: because the same players are likely to do worse out of the academy. Eventually you gain enough SP and ISK to simply out-perform complete newbies in militia fits.
If the benchmark is WP/Death based, one could simply destroy installations with the starter AV fit if there is a lack of targets.
It's just a random idea though; I don't really know how well this system would work; but I'd think it to be an improvement. |