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Review the system for calculating points earned in battle (NB, NOT prizes)


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I am asking for a complete review of the points system with the intent to make it more comprehensive and fair. That is my suggestion. Everything else below, is a discussion on some of the ways that devs could potentially achieve the goal, but my suggestion is not intended to consist of those options specifically, nor limited to them.

This change would make the game more logical, and benefit those who work hardest for the team. It could potentially also more greatly benefit low-ranked or low-GS players who currently feel it is unfair when placed by MM into battle with higher GS/Ranked players.

 Some possibilities might include points for:
 

Killing the flag/ball carrier
Killing tanks that have mines laid (based on the number of mines)

Points based upon the damage done to a player (more damage, more points) who is killed (and then a small bonus to the player who delivered the killing shot) [this would make attacking larger tanks more valuable. It would also place greater emphasis upon engaging other tanks rather than simply making the kill, which is often a matter of luck based upon damage that other people did first]

Points based upon the GS of the tank you damaged or killed

Points based upon the rank of the tank you damaged or killed

Points awarded for damage/kills to be adjusted up/down depending upon and disparity of GS between the teams (adjusted dynamically, throughout the battle)

Points awarded for damage/kills to be adjusted up/down depending upon and disparity of player-numbers between the 2 teams, since teams of equal GS still have an advantage if it has more players.

Extra points for damage or killing-shot done to a tank which is using its overdrive

Returning flag, capturing flag/ball or being in the chain of flag/ball-carriers resulting in a capture, as it happens now.

 

Message to Mods: Would you suggest or prefer that I make each of these as a separate suggestion?

 

Edit:

Also: More points for healing a flag/ball-carrier awarded to isida or healer-shaft, than for healing other tanks.

Edited by TheWolf
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Valid

I like this rework, will be hard to design a system which calculates each thing and then summarizes it all in the end with each crystal ratio given to respective task done, but it is worth the work, it is 100% fair to give people extra crystals who play for the team in the game. 

Also for your question, this Idea has different points but all work towards the same goal. What we don't allow is a different set of "completely unrelated ideas". For example, if your post consists of an Idea regarding Matchmaking, along with another idea suggesting some changes to the augment etc., it would be declined.

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On 1/9/2023 at 3:07 AM, AncientFire said:

If tanki devs want to work on the next big update - this should be the one

If this gets implemented it might solve the camping problem we have now

Thanks for your support ? Yeah I think it would by a useful tool to improve a lot of things.

 

On 1/9/2023 at 12:14 AM, NikmanGT said:

Valid

I like this rework, will be hard to design a system which calculates each thing and then summarizes it all in the end with each crystal ratio given to respective task done, but it is worth the work, it is 100% fair to give people extra crystals who play for the team in the game. 

Also for your question, this Idea has different points but all work towards the same goal. What we don't allow is a different set of "completely unrelated ideas". For example, if your post consists of an Idea regarding Matchmaking, along with another idea suggesting some changes to the augment etc., it would be declined.

Thanks ?


Mathematically It's simple enough:

Decide how much comparative weighting you wish to assign to each reward-earning action a player might achieve and give numerical reward accordingly.

For example, simply award a point for every point of damage done to an enemy hull (if it assists in an eventual kill) So then people might be gaining up-to 8000 points for damage done to a titan, but perhaps 2000 on average. If devs regard capping a flag as 10 times more important than damage done, then ta flag-cap gets assigned with 20,000 or more points.

But then you have a dividing factor or multiplier which is applied afterwards and then rounded-up/down to bring that total number back into the range that is currently given to players. So maybe divide the total by 500 in this example (something in that region, it would have to be play-tested) And then crystals etc happens as normal.

In terms of actual data handling and coding I have no clue though, probably it's a big job, yeah. I think a lot of similar stuff is done already though, just applied for different purposes.

Noted re ideas within a suggestion. I didn't want to spam the forum and I didn't want to miss the more important overall goal when posting lots of smaller ones, so that's handy to know, thanks.

Edited by TheWolf
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The only complication with this is that the cynical playerbase might exploit it

So something that annoys me is getting no points for pulling flags in CTF, but you can see how cynical players might abuse that if you did get points for pulling a flag

On my list of problems with the game at the moment, players not going for objectives / camping / playing TDM in every mode is at the top and I think there needs to be more incentives / bigger rewards for completing objectives instead of getting kills

Why should a player that doesn't cap any points in CP get any crystals?

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They should buff the score you get for healing someone with isida and shaft with the healing aug, especially if you heal a JGR

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On 1/9/2023 at 6:39 AM, SporkZilla said:

The only complication with this is that the cynical playerbase might exploit it

So something that annoys me is getting no points for pulling flags in CTF, but you can see how cynical players might abuse that if you did get points for pulling a flag

On my list of problems with the game at the moment, players not going for objectives / camping / playing TDM in every mode is at the top and I think there needs to be more incentives / bigger rewards for completing objectives instead of getting kills

Why should a player that doesn't cap any points in CP get any crystals?

Actually you DO get points for carrying the flag, if you were the penultimate person to handle it. Or at least it used to be so, I haven't checked in a while.
I think achieving or contributing to the objective of the game should bring overwhelmingly bigger scores than killing. Capping the flag is already a better score than killing, but imo it should be a bigger difference.

I completely agree with your main point.
Worth noting is that Tanki have already chosen to make the objective of the match a purely theoretical goal, by creating missions that reward players for having a different priority (ie for playing tdm in all modes) However, that's a separate issue from the subject of this thread.

 

On 1/9/2023 at 6:55 AM, Soothing said:

They should buff the score you get for healing someone with isida and shaft with the healing aug, especially if you heal a JGR

That would be nice. I think they reduced the amount to discourage too many people from being healers and just all healing each other all the time. Back-in-the-day, a chain of 3 isidas used to be capable of dominating an entire map. Rather like 2 or 3 well coordinated paladins do now.

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@TheWolf, I would like to suggest an addition to your suggestion if that's alright with you.

 

Over drives with support abilities earns points if it is used to help teammates.

- Hornets see through walls ability.

- Titans dome.

- paladins healing.

- Ares healing.

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On 1/10/2023 at 4:53 PM, PirateSpider said:

@TheWolf, I would like to suggest an addition to your suggestion if that's alright with you.

 

Over drives with support abilities earns points if it is used to help teammates.

- Hornets see through walls ability.

- Titans dome.

- paladins healing.

- Ares healing.

All are welcome ?

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On 1/9/2023 at 1:09 AM, SporkZilla said:

 something that annoys me is getting no points for pulling flags in CTF,

How's this for an idea?
The flag is worth a number of points.
Everyone that carries it between taking it from enemy base and capturing, gets a share in the total that the flag is worth. It should be worth a lot, overwhelmingly more than killing tanks. Same for a rugby ball.

In this way, people are encouraged to take it, run all the way to base and cap for 100% share, just like now.

If you die and someone else gets it (and caps), then you each get 50%

If you die, someone else gets it, then THEY die and a 3rd person manages to grab it and cap, then you get 33% of the total, each. etc

If you lose the flag, someone else gets it and then they give it back to you, you still both get 50%.

 People that lose the flag will WANT someone else to cap it, so that they get their share, which would be worth the same whether they cap it, or someone else-does. But EVERYONE who was responsible for the flag at some-time, will get points for it.

I am gonna post a part B reply to you....

Edited by TheWolf

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On 1/9/2023 at 1:09 AM, SporkZilla said:

 cynical players might abuse that if you did get points for pulling a flag

It is a shame that people cannot be rewarded for holding the flag for ages while the rest of the team try to get YOUR flag back, so you can cap. In this situation the person holding the flag is missing-out on points, and this should be compensated. But like you say, it would definitely be abused.

How about this?

Part 1:

If you hold a flag while your own flag is being held by the enemy, then the flag-carrier gets points added every 6 seconds or something. These points are only awarded when the flag is finally capped

Part 2:

Every second that you hold a flag while your own flag is at-home, you lose points from any you would gain once the flag is capped. Maybe quite fast. Maybe adjustable depending on map-size.
If you get to zero, you lose the flag (like pressing "F") and cannot pick it up again until someone else has held it.

Part 3:

Every second that anyone is holding an enemy flag, and their own flag is free (neither held by enemy, nor in base, but just sitting somewhere) Not sure what to do about this one, Perhaps EVERYONE's share of the flag-points (see my previous post) gets smaller. So that anyone who has carried the flag will want to return friendly-team flag asap.

The interface probably doesn't need to be any more cramped than it is now, but there could be a little display that shows how many points you are gaining/losing when the flag is yet to be capped.

 

I am not sure if I am making sense or being clear, but people can ask questions. It's just a rough idea anyway.

Edited by TheWolf

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On 1/10/2023 at 11:12 PM, TheWolf said:

It is a shame that people cannot be rewarded for holding the flag for ages while the rest of the team try to get YOUR flag back, so you can cap. In this situation the person holding the flag is missing-out on points, and this should be compensated. But like you say, it would definitely be abused.

How about this?

Part 1:

If you hold a flag while your own flag is being held by the enemy, then the flag-carrier gets points added every 6 seconds or something. These points are only awarded when the flag is finally capped

i like idea #1, seems most fair

Edited by AncientFire

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BUMP. Tanki has many issues and really boxed itself into a corner with some of its contradicting policies and directions. This is one of few ways-out of the mud. It needs to be looked-at and discussed properly and the idea reworked if necessary to make real-world application practical. But not ignored.

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On 1/8/2023 at 9:37 PM, AncientFire said:

If this gets implemented it might solve the camping problem we have now

No one likes a camper!!!!!! Bad philosophy to go into battle with.

I camp and imo I make a big difference when it comes to helping the team in battle.  I have stopped enemy players on a large map from capping so many times with a well aimed shot (MAGNUM) because know other player on the team I am in had the remotest chance of doing so without my help. @TheWolf As for your idea to re-work the points system. It sounds good on paper, but implementing this would take a lot of work from the devs and to be honest there are more pressing things in the game that need fixing first that affect how the game plays out in battle situations. You are right when you say they have "boxed themselves in". I would have used more compelling words to describe what they have done to this game, which is destroy it with far to many UNWANTED updates and the introduction of the pathetic floating trash cans.

The game needs re-working as a whole and the devs need to act on player feedback, but the reality is they will do neither and we all know why.  

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