This game is pretty much a perfect example of just how instrumental a ship like a Speeder can be in deciding a game, without getting any recognition on the contribution page.
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I got the most kills on my team. My first kill (the first kill) was a well timed attack on a Fixer, which reduced the unfriends healing by half for the rest of the game. That was a critical moment for my team, and I didn’t just finish him off, I swooped in and took him down singlehandedly from about 90% health.
I set up the next two kills for my teammates, and used my stun to stop the other Fixer from healing up.
Then when the rest of my team died, and left me alone in a 2v1. I was able to finish off the Enforcer (the other teams’ star player) while his teammate was stunned, and then win a 1v1 against the remaining Shooter, who was almost full health. Landing the killing blow with 1 second left on the clock.
And after all that, what do I get? Last place and 1 star! Just because I technically did less damage. Though if you watch the game, you’ll notice that almost none of my damage is repaired. The 20k healing that the unfriends did was almost all damage from the Shooters, that didn’t amount to anything. Yet they got the lion’s share of the rewards for it.
Please feel free to watch the game. I’m not saying it is my best, but no one can say that my contribution wasn’t a major component of the victory.
https://replay.battlebay.net/SHLBRYFP#NFGDXGMH
This game actually isn’t unusual. I’m rarely the top damager on my team, and TBH, I don’t want to be. If I get top damage, it means the Shooters aren’t doing their job. My job is making sure stuff dies, and I’m pretty good at it. I could show you hundreds of games where I’m 4th-5th in the ranking with 3-4 of the kills. I’m also often the one to get the important first kill, and to remove Fixers.
That’s actually an important role, that helps my teams win games. I tip the odds in their favour, and make sure their damage is quickly converted into a numerical advantage.
However, under the OP’s proposed system, I would always be receiving the lowest rewards when we win, and the highest penalties when we lose.
That would make my situation untenable. If I’m constantly losing more than I gain, then I’d have to have to abandon my ship, along with a strategy that’s actually good for winning games (just not good for earning stars).
That’s why this system is flawed: winning should be all that matters, regardless of how you go about it. If you take the focus off winning and put it onto measurable contribution, then you will end up with a dysfunctional system, that rewards bad play, and punishes good.
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