Posted: Thu Feb 19, 2004 7:58 pm
Let's do some math, to see how these XP system changes could effect a typical situation (I'm bored and have nothing better to do ATM
).
The situation
Consider a 3v3 clan match (to make the numbers easier), Allied offense picks 1med, 1eng, 1fop (123/110/110 HP respectively) - attacking a final blowup objective. Axis defense picks 2med, 1fop (134/134/120 HP respectively) - camping said objective. The defenders have a crossfire, and the attackers are attacking aggressively in a line (very common situation). Consider the combat goes as follows:
Allies attack in order fop -> eng -> med (typical). The fop runs into the Axis crossfire, getting some shots off on a medic before going down (does 70 damage, takes 110 split between all axis). The eng then runs up and finishes off that wounded medic (does 64 damage), but dies after starting to wound the 2nd axis medic (does 40 damage, takes 110 split between med2 and fop). Allied med runs up and revives the eng, but the fop is gibbed by the axis fop, while the axis med2 revives med1. Allied medic kills axis fop before dying to the two axis med's (does 120 damage - takes 123), while the allied eng only manages to do a further 80 damage on axis med2 killing med2, and 20 on med 1, but dying to the now revived med1. Axis med1 revives med2 and fop, allies respawn.
Pretty typical scene - allies with a good strong attack, but they fail to get both axis meds down, and the defensive crossfire and revive work are just too strong.
Systems for calculating reward
Now, consider the following XP systems:
Current
3XP per kill, 0XP per HP DMG
Kill-bias
2XP per kill, 1XP per 140 HP DMG
Damage bias (suggested new system)
1XP per kill, 1XP per 70 HP DMG
All damage
0XP per kill, 1XP per 50 HP DMG
We'll assume (for simplicity) that medic XP remains the same, 3XP for a revive and 1 per pack.
The calculations
First, lets see what each player does, such that they should be rewarded (I'll ignore packing - both teams will be packing and it just complicates things more):
Axis Med1: 145DMG, 0Kills, 2Revives
Axis Med2: 145DMG, 2Kills, 1Revives
Axis Fop: 113DMG, 1Kills, 0Revives
Allied Med: 120DMG, 1Kills, 1Revives
Allied Eng: 204DMG, 2Kills, 0Revives
Allied Fop: 70DMG, 0Kills, 0Revives
Now, lets see how the XP would stack up with the 4 systems:
Current:
Axis Med1: 0XP LW, 6XP Med
Axis Med2: 6XP LW, 3XP Med
Axis Fop: 3XP LW
Allied Med: 3XP LW, 3XP Med
Allied Eng: 6XP LW
Allied Fop: 0XP LW
Defenders get 18XP, Attackers get 12XP
ratio def/att = 1.5
Kill-bias:
Axis Med1: 1XP LW, 6XP Med
Axis Med2: 5XP LW, 3XP Med
Axis Fop: 2XP LW
Allied Med: 2XP LW, 3XP Med
Allied Eng: 5XP LW
Allied Fop: 0XP LW
Defenders get 17XP, Attackers get 10XP
ratio def/att = 1.7
Damage bias:
Axis Med1: 2XP LW, 6XP Med
Axis Med2: 4XP LW, 3XP Med
Axis Fop: 2XP LW
Allied Med: 2XP LW, 3XP Med
Allied Eng: 4XP LW
Allied Fop: 1XP LW
Defenders get 17XP, Attackers get 10XP
ratio def/att = 1.7
All damage:
Axis Med1: 2XP LW, 6XP Med
Axis Med2: 2XP LW, 3XP Med
Axis Fop: 2XP LW
Allied Med: 2XP LW, 3XP Med
Allied Eng: 4XP LW
Allied Fop: 1XP LW
Defenders get 15XP, Attackers get 10XP
ratio def/att = 1.5
Discussion
Bear in mind I set up the situation, calc'd, and am NOW looking at it to see how it balances. I'm most amazed by how SIMILAR the XP distribution is in all 4 cases team-wise. The all-damage and current modes wound up giving the same XP to each team (I'm guessing a fluke?
). What is more interesting is WHO gets what XP. It appears that the only change is that the LW's XP gets spread more with damage-based systems (as expected). So with damage-based XP, Allied fops (who typically are at the front of any RTCW/ET assault, and get owned the most
) actually get some XP, rather than it going to the eng's and med whores behind them.
Anyone else think of a better example to calc that might show some bigger differences in the systems?![Confused :?](./images/smilies/icon_confused.gif)
![Razz :P](./images/smilies/icon_razz.gif)
The situation
Consider a 3v3 clan match (to make the numbers easier), Allied offense picks 1med, 1eng, 1fop (123/110/110 HP respectively) - attacking a final blowup objective. Axis defense picks 2med, 1fop (134/134/120 HP respectively) - camping said objective. The defenders have a crossfire, and the attackers are attacking aggressively in a line (very common situation). Consider the combat goes as follows:
Allies attack in order fop -> eng -> med (typical). The fop runs into the Axis crossfire, getting some shots off on a medic before going down (does 70 damage, takes 110 split between all axis). The eng then runs up and finishes off that wounded medic (does 64 damage), but dies after starting to wound the 2nd axis medic (does 40 damage, takes 110 split between med2 and fop). Allied med runs up and revives the eng, but the fop is gibbed by the axis fop, while the axis med2 revives med1. Allied medic kills axis fop before dying to the two axis med's (does 120 damage - takes 123), while the allied eng only manages to do a further 80 damage on axis med2 killing med2, and 20 on med 1, but dying to the now revived med1. Axis med1 revives med2 and fop, allies respawn.
Pretty typical scene - allies with a good strong attack, but they fail to get both axis meds down, and the defensive crossfire and revive work are just too strong.
Systems for calculating reward
Now, consider the following XP systems:
Current
3XP per kill, 0XP per HP DMG
Kill-bias
2XP per kill, 1XP per 140 HP DMG
Damage bias (suggested new system)
1XP per kill, 1XP per 70 HP DMG
All damage
0XP per kill, 1XP per 50 HP DMG
We'll assume (for simplicity) that medic XP remains the same, 3XP for a revive and 1 per pack.
The calculations
First, lets see what each player does, such that they should be rewarded (I'll ignore packing - both teams will be packing and it just complicates things more):
Axis Med1: 145DMG, 0Kills, 2Revives
Axis Med2: 145DMG, 2Kills, 1Revives
Axis Fop: 113DMG, 1Kills, 0Revives
Allied Med: 120DMG, 1Kills, 1Revives
Allied Eng: 204DMG, 2Kills, 0Revives
Allied Fop: 70DMG, 0Kills, 0Revives
Now, lets see how the XP would stack up with the 4 systems:
Current:
Axis Med1: 0XP LW, 6XP Med
Axis Med2: 6XP LW, 3XP Med
Axis Fop: 3XP LW
Allied Med: 3XP LW, 3XP Med
Allied Eng: 6XP LW
Allied Fop: 0XP LW
Defenders get 18XP, Attackers get 12XP
ratio def/att = 1.5
Kill-bias:
Axis Med1: 1XP LW, 6XP Med
Axis Med2: 5XP LW, 3XP Med
Axis Fop: 2XP LW
Allied Med: 2XP LW, 3XP Med
Allied Eng: 5XP LW
Allied Fop: 0XP LW
Defenders get 17XP, Attackers get 10XP
ratio def/att = 1.7
Damage bias:
Axis Med1: 2XP LW, 6XP Med
Axis Med2: 4XP LW, 3XP Med
Axis Fop: 2XP LW
Allied Med: 2XP LW, 3XP Med
Allied Eng: 4XP LW
Allied Fop: 1XP LW
Defenders get 17XP, Attackers get 10XP
ratio def/att = 1.7
All damage:
Axis Med1: 2XP LW, 6XP Med
Axis Med2: 2XP LW, 3XP Med
Axis Fop: 2XP LW
Allied Med: 2XP LW, 3XP Med
Allied Eng: 4XP LW
Allied Fop: 1XP LW
Defenders get 15XP, Attackers get 10XP
ratio def/att = 1.5
Discussion
Bear in mind I set up the situation, calc'd, and am NOW looking at it to see how it balances. I'm most amazed by how SIMILAR the XP distribution is in all 4 cases team-wise. The all-damage and current modes wound up giving the same XP to each team (I'm guessing a fluke?
![Confused :?](./images/smilies/icon_confused.gif)
![Wink ;)](./images/smilies/icon_wink.gif)
Anyone else think of a better example to calc that might show some bigger differences in the systems?
![Confused :?](./images/smilies/icon_confused.gif)