quilter46761
Member
Ya, so I was really bored on a Sunday.
I was thinking about everything people were saying about the difficulty in creating a rating formula for ctf. So, maybe instead of a precise formula, an approximation would be better.
Perhaps, instead of calculating a rating at the end of the game based on specific events, there could be a calculation of the relative efficiency of play at set intervals - I've no idea what would be possible, but perhaps every thirty seconds.
Then the rating would be the approximation of the area under the points of efficiency, stretch from the start of the game to x, whenever the game ends for the player.
e could be a constantly decaying - it starts at 1 and decreases towards zero as the time from the last flag touch (for either team) increases.
a and i could be slayer factors - perhaps a is assists and i is kills.
I thought I heard in the last vidoc that the game takes line-of-sight into consideration when calculating spawning - perhaps c could be spawns blocked, or damage done, to account for that whole idea of the undervalued team player.
h could be medals, weighted at different values - the flag carrier killed, flag scored, etc. weighted highly, and things like melees functionally zero. The idea would be that clutch plays would be very highly reward - pull off a triple and a flag save? Huge bonus.
z can be whatever it needs to be - the multiplier that would scale the rest to fit in with the 2000 pt. cap, or anything else.
edit: just realized I used an integral instead of a summation. oh well. assume t is calculated in an ideal world, constantly and instantaneously, then make do when its not.
I was thinking about everything people were saying about the difficulty in creating a rating formula for ctf. So, maybe instead of a precise formula, an approximation would be better.
Perhaps, instead of calculating a rating at the end of the game based on specific events, there could be a calculation of the relative efficiency of play at set intervals - I've no idea what would be possible, but perhaps every thirty seconds.
Then the rating would be the approximation of the area under the points of efficiency, stretch from the start of the game to x, whenever the game ends for the player.
e could be a constantly decaying - it starts at 1 and decreases towards zero as the time from the last flag touch (for either team) increases.
a and i could be slayer factors - perhaps a is assists and i is kills.
I thought I heard in the last vidoc that the game takes line-of-sight into consideration when calculating spawning - perhaps c could be spawns blocked, or damage done, to account for that whole idea of the undervalued team player.
h could be medals, weighted at different values - the flag carrier killed, flag scored, etc. weighted highly, and things like melees functionally zero. The idea would be that clutch plays would be very highly reward - pull off a triple and a flag save? Huge bonus.
z can be whatever it needs to be - the multiplier that would scale the rest to fit in with the 2000 pt. cap, or anything else.
edit: just realized I used an integral instead of a summation. oh well. assume t is calculated in an ideal world, constantly and instantaneously, then make do when its not.