For Reference:
Current system:
- take the damage dealt
- cap it by what HP the enemy has left
- divide by 10, round down
- if it is a horse and has a rider divide by 5,
- if it is a horse without rider set to 0
- if it's a teammate multiply by -2
- if you hurt yourself * -1
- give this score to the one who did the damage
- divide score by 2
- give to everyone within 3m that is an enemy of the one who was hit
I think most people agree the new point system is good. I also think most people agree the point system needs some work. I'm hoping some changes could be made in order to reward hunting priority targets, and to reduce the points gained from peasant slaughtering (which needs no further incentive). I'm also hoping that the system can reward hits that appear to be a part of good teamwork.
Here's my suggestion for how points should work:
Standard Points!
Score a kill: +2 points
Score a hit that leads to death (enemy dies within the next second): +1 point
Score a (regular) hit: DMG dealt/10, not exceeding the target's hp.
Score a TK: -2 points
Score a teamwound that leads to death (teammate dies within the next second): -1 point
Score a (regular) teamwound: DMG dealt/10, not exceeding the target's hp.
Point Multipliers!
50% point reduction when dealt to someone under level 25 (peasant hunting)
75% point reduction when dealt to a mount that is being ridden (team owned or otherwise)
25% point boost when dealt to someone above level 31
25% point boost when dealt to an enemy in the top 10th percentile. Note: (I'm assuming that there may be a shift from displaying KDR to displaying an average PPR [Points Per Round], and therefore I think that high point scorers should be considered priority targets, and therefore killing/wounding a priority target tends to help your team more than killing a random peasant, therefore should be worth more points. Therefore, therefore, therefore.)
Siege Specific!
Open a gate: +1 point
Close a gate: -1 point
Damage a door: +1 point for x damage (x being whatever ~half a doors hp is)
Raise a ladder: +1 point
Lower a ladder: -1 point
Push a siege tower: +1 point every 30 seconds
Kill an enemy within flag radius: +1 point
Assault flag: +1 point every 5 seconds flag is lowered
Open a gate: -1 point
Close a gate: +1 point (that way if someone is legitimately opening a gate to let cav out, they can get the point back by closing it again)
Raise a ladder: -1 point
Lower a ladder: +1 point
Kill an enemy within flag radius (but double the radius so defenders fighting around the flag are rewarded): +1 point
Kill an enemy within radius of a ladder, gate control, or siege tower: +1 point
So let's look at a few examples and how the points would play out.
An Archer damages 1 peasant for 10 damage, and one regular for 20 damage, which immediately leads to their death by a teammate. A courser is also fully killed.
Points gained:
Peasant 1: .5 points (1 point for the damage, cut in half since it was a peasant)
Regular guy: 3 points (2 points for damage, +1 for the assist kill)
Horse Killed: 2.5 points (10 points for damage, reduced 75% since it's a mount)
TOTAL POINTS GAINED THAT ROUND: 6
A melee player goes on a murder rampage. 120 damage is dealt to 3 peasants, killing all 3. 20 damage is dealt to a regular guy, killing him. 5 damage is dealt to a level 32 'hero', stealing the killing blow. A teammate is hit once, taking 20 damage and leading to death immediately after. Oops.
Points gained:
3 Peasants: 6 points (12 points for damage, reduced by 50% for being peasants)
Regular guy: 4 points (2 points for damage, +2 for killing blow)
Hero: 3.75 points (.5 points for damage, +2 for killing blow, then increased by 25% for being level 32, and another 25% for being a 'hero)
Team Damage: -3 points (-2 for the damage, -1 for causing the following death)
TOTAL POINTS FOR THE ROUND: 10.75 (11)
A kamikaze joe cav couches an enemy hero (level 30) for 70 hp, killing him and immediately dieing afterwards.
Points gained:
Enemy hero: 11.25 points (7 points for damage, +2 for killing blow, increased by 25% for killing a 'hero')
TOTAL POINTS FOR THE ROUND: 11.25 (11)
So that's it. I'm interested in feedback & suggestions. I think a lot of the current system would mesh pretty well, but I would scrap most of the radius point gaining in favor of more assist-oriented points (especially when it comes to battle).
Anyone have problems with my numbers or think it doesn't represent things accurately?
I made a few tweaks thanks to Elindor & Diggles (and others!)