On the surface, I understand why this seems like it could be a good suggestion.
But it is not. Let me explain...
Imagine a Speeder. With a Carronade. And some Nitros. Imagine he has figured out how to be a massive distraction to the other team. His weapon doesn't do much damage, in fact, he rarely even fires it because he's too busy zipping around drawing fire. Let's say he climbs up to Nightmare with this strategy! His "contribution" is almost entirely intangible (nearly zero damage), but it is a massive contribution nonetheless -- because his teams keep winning!
(Remember this Speeder as I make my argument below...)
If you thought the post-game "rankings" were scrutinized/complained about before, it will go under hyper-focus with a change like this.
As it is now, it doesn't matter what ship/weapons you use, if your team wins, you move up equally.
Right now the incentive is pure. Win. Win however you think you can, and you will move up.
And this promotes variety in the meta - in both build and tactics (or at least it doesn't deter variety)...
However, after a change such as what you're proposing, you are introducing a secondary - perhaps contradictory(!) incentive.
People would figure out how to get to the top of the chart (using different builds and in-game tactics), and prioritize THAT over winning.
For example, if you're always at the top of the chart, you get +28 for winning, and only -20 for losing.
You'd still try to win, but that would be your SECONDARY incentive. Your FIRST incentive is to employ your new build/tactics to make sure you're top of the list.
Remember that Speeder? Does he deserve to be ranked as high as he got? YES.
Do you think after a change like this, his tactics will be "properly" scored and he will show up in the correct post-game ranking spot? I'm not so sure...
Even if Rovio figures out how to calculate and take into account some of the intangible "contributing factors" (which they actually already try to do), there's no way they will EVER perfectly balance them compared to other contributing factors.
In fact, I would argue that it is an impossible task, far too dependent on subjectivity.
Why ask them to try to get this perfect? You're setting them up for failure...
By having infamy gain/loss be equal for all winners, they don't NEED to figure out how to perfectly balance one type of contribution vs. another...
Right now, if your build/tactics help your team win, you will move up in the long run. If they don't help your team win (even if you're doing crazy high dmg numbers!!!!!), then guess what, your team is still losing, and you shouldn't move up yet.
I used to play War Robots. Unfortunately, they gave rewards based on post-game ranking exactly as you are suggesting.
It was NOT healthy for the meta. It was NOT healthy for variety. It was NOT healthy for people learning fun and creative ways to win.
@ Rovio - Please do not make the same mistake they made... Please do not change the infamy gain/loss. It is PERFECT how it is now.
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