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win/loss ratio http://galaxylegion.com/forum/viewtopic.php?f=6&t=25061 |
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Author: | SpaceCaseAce [ Sun May 20, 2012 8:36 pm ] |
Post subject: | win/loss ratio |
OK, I had an idea while badging from my bt.It is an incomplete idea and needs a lot of work but I wanted to see what you all thought anyway so people can tell me if they think it deserves further thought or not. I was attacking a player from bt and was watching how after each attack it shows the winner of that attack(person who deals the most damage).This is not the 1st time ive noticed this ofc but it got me thinking, If you are winning all or the majority of the attacks made on an enemy ship it is usually, if not always because your ship outmatches theirs.in other words you have chosen a weaker ship to attack for easier badge.I would assume that many, if not most of our players with the highest kill stats have killed mostly ships that are weaker than their own. I was wondering if the game can keep track of the amount of times you were the "winner" of attacks vs the amount of times you were not during a full battle.I ask this because maybe the game could calculate a win/loss ratio of the overall battle to determine how your ship compared to the ship you are attacking.This could be used to determine your rewards(exp/badges) for disabling that person. This may mean your experience gained per each attack could stay the same as it is calculated now(however that is) but the experience gained by disabling that ship would be determined by your overall win/loss ratio over the entire battle. meaning: If you disable a ship with an even win/loss ratio you would gain your "normal" exp because you disabled a ship of equal ability. Disabling someone with a high win/loss ratio would gain "less" experience because you disabled a ship weaker than your own A low win/loss ratio would gain you "more" experience because you disabled a stronger ship than your own. Badges are more tricky though, I dont know if people would agree to gaining only 1/2 a badge for disabling weaker ships, 1 full badge for killing even ships and either 1 1/2 or 2 badges for disabling more powerful ships. The idea is to encourage people to attack ships that are even to or stronger than their own capabilities because they would gain more by doing so. The risk would be higher but so would the rewards you gain. This would not eliminate in any way people attacking weaker ships because people will still want to make those easy kills for guaranteed badges but it could slow it down a bit. Again, this idea is totally incomplete and I dont know if it is even possible or worth the trouble to code. any thoughts? |
Author: | Awesome813 [ Sun May 20, 2012 8:41 pm ] |
Post subject: | Re: win/loss ratio |
SpaceCaseAce wrote: This may mean your experience gained per each attack could stay the same as it is calculated now(however that is) but the experience gained by disabling that ship would be determined by your overall win/loss ratio over the entire battle. meaning: If you disable a ship with an even win/loss ratio you would gain your "normal" exp because you disabled a ship of equal ability. Disabling someone with a LOW win/loss ratio would gain "less" experience because you disabled a ship weaker than your own A HIGH win/loss ratio would gain you "more" experience because you disabled a stronger ship than your own. |
Author: | strm avenger [ Sun May 20, 2012 8:43 pm ] |
Post subject: | Re: win/loss ratio |
SpaceCaseAce wrote: ...gaining only 1/2 a badge for disabling weaker ships, 1 full badge for killing even ships and either 1 1/2 or 2 badges for disabling more powerful ships... Major, MAJOR +1 to this bit. @Awesome, no Low=More XP, High=Less XP |
Author: | Wolfy Minion [ Sun May 20, 2012 8:59 pm ] |
Post subject: | Re: win/loss ratio |
It seems way too complicated...1/2 badges alone would drive me nuts. If you disable someone above you in rank twice in 12 hrs you get bonus exp. Presumably they are strong than you unless you have been slow ranking or they just suck at the game. Also realize the win/loss changes the amount of exp you get per hit. Wins give more, you can reverse it but then why bother get stronger? It also is based slightly on a RNG for the coefficient on the attack. damage = damage cap* tanh([0.6 to 1/.6]*attack/[5*defense]) Also the damage cap screws things up. I can have 13k strength at 100 decks and win every battle because you will never be able to do more damage to me. |
Author: | Darth Flagitious [ Sun May 20, 2012 9:20 pm ] |
Post subject: | Re: win/loss ratio |
Littlefluffy wrote: It seems way too complicated...1/2 badges alone would drive me nuts. If you disable someone above you in rank twice in 12 hrs you get bonus exp. Presumably they are strong than you unless you have been slow ranking or they just suck at the game. Also realize the win/loss changes the amount of exp you get per hit. Wins give more, you can reverse it but then why bother get stronger? It also is based slightly on a RNG for the coefficient on the attack. damage = damage cap* tanh([0.6 to 1/.6]*attack/[5*defense]) Also the damage cap screws things up. I can have 13k strength at 100 decks and win every battle because you will never be able to do more damage to me. Using EMPs and DBombs further complicates things because you can nerf a ship that you would be pretty well guaranteed to lose every click to, making them a tin plated cupcake. |
Author: | BlackheartedKnight [ Sun May 20, 2012 10:27 pm ] |
Post subject: | Re: win/loss ratio |
How about instead of counting wins and losses in combat, you simply have the game compare base stats to determine which is the stronger ship? That way, buffs and debuffs don't have to be factored into the equations when determining this stuff. |
Author: | senatorhung [ Mon May 21, 2012 10:46 am ] |
Post subject: | Re: win/loss ratio |
BlackheartedKnight wrote: How about instead of counting wins and losses in combat, you simply have the game compare base stats to determine which is the stronger ship? That way, buffs and debuffs don't have to be factored into the equations when determining this stuff. tactical bypass is why 'base' stats still wouldn't work. i also don't like the idea of 0.5 badges. we have critical hacks and critical raids, and i think a scenario for critical disables that would reward a double-red might be a positive development. throwing possibilities out for 'critical disable' conditions: - higher rank > 20% - higher combat rep by 2 (or by x, x changing depending on your current combat rep) - max hull points of disabled victim (with a modifier for their rank ??) - your atk / def (with a modifier for your rank) at the time of the disable |
Author: | Wolfy Minion [ Mon May 21, 2012 6:49 pm ] |
Post subject: | Re: win/loss ratio |
senatorhung wrote: i think a scenario for critical disables that would reward a double-red might be a positive development. throwing possibilities out for 'critical disable' conditions: - higher rank > 20% - higher combat rep by 2 (or by x, x changing depending on your current combat rep) - max hull points of disabled victim (with a modifier for their rank ??) - your atk / def (with a modifier for your rank) at the time of the disable why so complicated? Disable with a critical hit...wola critical disable. and no...1 badge per kill |
Author: | senatorhung [ Tue May 22, 2012 1:36 am ] |
Post subject: | Re: win/loss ratio |
Littlefluffy wrote: senatorhung wrote: i think a scenario for critical disables that would reward a double-red might be a positive development. throwing possibilities out for 'critical disable' conditions: - higher rank > 20% - higher combat rep by 2 (or by x, x changing depending on your current combat rep) - max hull points of disabled victim (with a modifier for their rank ??) - your atk / def (with a modifier for your rank) at the time of the disable why so complicated? Disable with a critical hit...wola critical disable. and no...1 badge per kill the complication is because of the double-red reward. the original poster was trying to get a scenario where disabled a much more powerful ship would provide better rewards. if there's no double-reds, there's no need for complications. unlike critical hacks / raids, there is no way that you can control a critical hit. the other wrinkle that i thought of for a critical disable, would be that the enemy ship's repair timer would be engaged, so that they are unable to repair for 5 minutes. this might also tie in with the base battle suggestions flying around. |
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