As my last post here got ignored completely, although I would like to have you guys think about it, I was forced to rework the presentation to make it look more interesting and better understandable.
My idea basically consists of rewarding players at the end of a round for playing a rare class on the server with some extra XP. The more of your class you have, the less XP you get.
It works like this:
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loginAn XP pool is being created, and its size is depending on the amount of players on the server.
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loginThis XP pool is divided into the different weapon proficiencies, according to the distribution the developers desire. My percentages are just an example.
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loginAccording to the amount of WPP (weapon proficiencies points) spent into the different proficiencies, players get budget points. (due to the non linear WPF gain hybrids would have an advantage if you used the WPF instead of WPP). You can get budget points in as many WPFs as you whish, of course.
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loginThe budget points get added, and then they get compared to the percentage of the combined XP for their corresponding WPF. The more players use a certain weapon, the higher will be the amount of budget points for this weapon class.
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loginNow every budget point gets an XP value, which is calculated by the data above.
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loginFinally the players receive XP according to their WPF.
As you can see, our archer, who spent everything (= 100% of his WPP) into the archery WPF, gets only 300 XP, because there are so many other archers and thus there were a lot of budget points to distribute the XP to. Next to the fact that archers get only 12% of the combined XP anyway.
But our thrower/one handed hybrid gets a lot more, because he is using weapons that are rather uncommon on the server. In fact he is rewarded for adding variety. Thats why he gets more than seven times as much as the archer.
You can even extend this system to gold (mean that you can have better equipment if you have little or no fellow class players) or the breaking chance (same effect).
The advantage of this system is that overused classes are made less attractive without lowering their efficiency in battle.
And of course it would work equally well (or even better) if you did the calculation for each team seperatedly, instead of the entire server.
I hope my pictures will lead to some replies, as I spent almost an hour in MS Paint