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Team: Death Mental
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Post Team score calculation
To make it less breakable...

1. Wealth- not immediate cash but an average over last 30 days.
(can't get 500b and jump 30 points)

2. Age- max 50 points

3. Trading score- wow... I could make 20 points by setting a battle thatch to buy and sell 400k metals to the same base. 20 points one slave.
Imo remove it completely.

4. Mining- max it at 50

5. Glory- pretty meaningless in terms of power. Needs to be more incorporated to ss or removed.

Add?

1. Col amt.

2. Maybe instead of glory, A raw activity... Hours by members logged tabulated and scored.

2.b. Repair costs tabulated and scored inversely.

Eh?


Tue Jan 03, 2012 6:46 pm
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Team: Traders
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Post Re: Team score calculation
My only problem with the repair cost one is that it would penalize teams who do lots of content and have deaths from that as well. It's not pvp specific.

-ERMAN

_________________
"I reject your reality, and substitute my own."
"If I were an enzyme, I'd be DNA Helicase so I could unzip your genes."


Tue Jan 03, 2012 8:21 pm
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Post Re: Team score calculation
Why I put it as 2b

It has to be standardized based on activity and deadliness (ez enough) to make any argument to add it.

Scenarios to entertain:
1Totally non pvai non pvp team that logs but builds colos or etc, log on log off pattern (col team)
2 team that is active and pvais but dies a lot for their activity lvl
3 team that is active and pvai pvpd but rarely dies
4 totally inactive team and so inactive they never die also

I like the activity thing cause if you log that's healthy.
Deadliness score is a decent indicator of team health also
Dying with activity is a sign of a team that sucks.


Tue Jan 03, 2012 8:34 pm
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Post Re: Team score calculation
T do you think of the 'how to make team score more representative/less breakable' part?


Tue Jan 03, 2012 8:35 pm
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Team: Star Revolution X
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Post Re: Team score calculation
wealth should probably have an asset value component, we have /shipvalue now. incorporate this value of all ships held on team.

age should take much longer to get to 100, one uni is not an "ancient" team is it?

trading score absolutely has to be weighted by distance, 0 distance BS slaves should weigh as practically +0 score.

deadliness kills should only be counted when the player gets xp (no hive fighter grinding)

mining score seems to work pretty well

population component seems to work well too

glory is linked to pvp, this is waiting on the revamped pvp system.

pvp score could be related to value of spare parts scooped?


Wed Jan 04, 2012 4:03 am
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Post Re: Team score calculation
would it be possible for the server to keep track of the level differences between all players who kill each other?

then give a static 10 points per kill, but modify it on the ratio of the two levels.

so if a level 100 player kills a level 150 player, the level 100 player's 10 points would get a modifier of 1.5 (150/100).

but on the flip side, if the 150 level player kills the 100 level player his modifier would be .66 (100/150)

This would reward people for actually fighting stronger people.

Then there is a running total for the week, where the team with the most points gets 100 points and all others are based on percentages of the team with the most point. So if Traders had 500 total pvp points, and RE had 450 total pvp points, Traders would have 100 pvp score and RE would have 90.

-ERMAN

_________________
"I reject your reality, and substitute my own."
"If I were an enzyme, I'd be DNA Helicase so I could unzip your genes."


Wed Jan 04, 2012 11:33 am
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Team: Death Mental
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Post Re: Team score calculation
erman wrote:
would it be possible for the server to keep track of the level differences between all players who kill each other?

then give a static 10 points per kill, but modify it on the ratio of the two levels.

so if a level 100 player kills a level 150 player, the level 100 player's 10 points would get a modifier of 1.5 (150/100).

but on the flip side, if the 150 level player kills the 100 level player his modifier would be .66 (100/150)

This would reward people for actually fighting stronger people.

Then there is a running total for the week, where the team with the most points gets 100 points and all others are based on percentages of the team with the most point. So if Traders had 500 total pvp points, and RE had 450 total pvp points, Traders would have 100 pvp score and RE would have 90.

-ERMAN


I'm sure that there's a component of this in the current glory system to an extent. Could revamp glory system easily I imagine.

Caviat- make the pvp/revamped glory system reset at uni start.


Wed Jan 04, 2012 11:38 am
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