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a suggestion about infamy

Discussion in 'Suggestions & Ideas' started by KnownWatt, 20 Feb 2018.

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  1. KnownWatt

    KnownWatt Member

    Joined:
    26 May 2017
    Messages:
    60
    Location:
    Taipei, Taiwan.
    Infamy is the team's performance, personal performance is hit points (fixed points are included), if team was defeated and personal hit points is higher then average of 10 player in the battle, personal performance should be high.

    Perhaps infamy's definition should be redefined.
    My suggestions about infamy are
    Team win +24
    Team defeat -24
    Team draw +0
    Team win in two minutes +2
    Team defeat in two minutes -2
    10 players points = hit points + fix points
    personal > average +24
    personal < average -24
    Personal = average +0
    Personal:
    Defeated and Highest hit points ... +2
    Win and Lowest hit points ... -2
    Infamy = 1/2(team+personal)

    Why not just set base Infamy according to ship level? Such as one of five ships upgraded to mk4 base Infamy is 1000, mk5's base Infamy is 1500,...
     
    Last edited: 15 Mar 2018
  2. Snapshot

    Snapshot Well-Known Member

    Joined:
    4 Dec 2017
    Messages:
    1,212
    The game already counts "damage delivered" too strongly. I'm OK with that since some of the things done by my speeder would be very hard to account for. What I would absolutely NOT be OK with is making progress deterministic based on that. Suddenly, "number of gun tubes" would be the big determining factor in how fast you progressed.
     
    Ian likes this.

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