Here an idea on how to make the game fairer for the players still grinding and upgrading their ships VS veterans who have their all purple ships. What this would do; assign a modifier according to ship synergy level, module levels and lastly, survivability numbers (well, not sure of the name, the thing that sum up how powerful your ship is). Maybe the survivality number might be enough to come up with the modifier. Anyway, the time it take to respawn would be increased relative to how much better than the other ships in both team your’s is. That way, if you have a full synergy all-purple ship and you die, the logistic modifier increase your spawn time while the players with far less powerful ships gets a shorter wait. Now, game performance might still be factored in so if you do well you get to spawn faster but the modifier would help player still grinding get more chances at scoring kills and objectives.
Also, since the spawn time would vary depending on ships, each ships would have their own timers so if you swap to another you get to wait the time assigned to that ship. If you swap to a weaker ship that has it’s coundown done, you would spawn immediately.
Sound good?
Edit: My idea is about ship power rather than player’s skills. If you have weak ships (relative to everything else that is) you spawn faster in them; if you fly them poorly and die a lot, you still get the penality that the game already has for this.
Survivability does not seem to be a very good indicator. My Styx has 57k. My Eagle-B be less than 10k. Does this mean the Styx is more “powerful”? Not if Takamina flies the Eagle-B.
Also, I’ve fought thousands of battles to get all my ships maxed. Do you think it would be fair to me to have a longer respawn time as a result?
The only “fair” method would be not to mix up high-skill and low-skill players, aka. Split-SR-Queue.
To avoid some of the pitfalls we’d had with the fixed split of 1300, I’d guess there could be some overlap, i.e. low-SR from 600 (or whateverit was) to 1500, and high-SR from 1100 to 2000. With that overlap, midrange players could be placed in both queues, thereby reducing wait times, but very entry-level players would be protected from the most top-ranked.
After the latest Beacon Hunt I have revised my stance on this. Bad players don’t need protection from good players. Good and average players need protection from the bad players from dragging the whole team down with them.
Make split queue, put the line at SR 1000, and have them swim among themselves in their own little aquarium. I’d rather get killed 10 times by Takamina in a row, than having to wait and wait and wait and wait one more time for my team to arrive at the beacon while every second more ships from the enemy pop in.
SR prove nothing. You can go and die on purpose in T1 to have easier opponents in higher tiers. Devs tried different things, higher ranking in teams, by equipment and number of wins. Honestly it was terrible. If vets would have more incentives to go higher tiers instead of staying in t3 forever, game would balance by itself.
Survivability does not seem to be a very good indicator. My Styx has 57k. My Eagle-B be less than 10k. Does this mean the Styx is more “powerful”? Not if Takamina flies the Eagle-B.
I agree. Still a 1 synergy ship is less powerful than a 10 synergy one. Same with a all Green or a all Orange one. Rank also matter (due to the crew skill modifiers). Survivality is a bad idea, but we can still define something with rank, sysnergy level and module color.
Also, I’ve fought thousands of battles to get all my ships maxed. Do you think it would be fair to me to have a longer respawn time as a result?
If you are fighting against similar experienced and equiped players, you would not get any extra wait. If you are fighting against lots of newbies, you would take more time, but then again, you are likely to die a lot less so it would not hurt that much. More enemies to farm for you.
To avoid some of the pitfalls we’d had with the fixed split of 1300, I’d guess there could be some overlap, i.e. low-SR from 600 (or whateverit was) to 1500, and high-SR from 1100 to 2000. With that overlap, midrange players could be placed in both queues, thereby reducing wait times, but very entry-level players would be protected from the most top-ranked.
-My idea was only about the ship power rather than how skilled you are at flying them; that would even it out a bit between the grinders and the farmers.
After the latest Beacon Hunt I have revised my stance on this. Bad players don’t need protection from good players. Good and average players need protection from the bad players from dragging the whole team down with them.
Make split queue, put the line at SR 1000, and have them swim among themselves in their own little aquarium. I’d rather get killed 10 times by Takamina in a row, than having to wait and wait and wait and wait one more time for my team to arrive at the beacon while every second more ships from the enemy pop in.
My idea isn’t about bad or good players, but about grinders and farmers; the wait time change is only about the state of the ships rather than how good you are. Better players still die a lot less, even more so if they have the best gears around so my idea would not change things that much for them unless they start to die a lot. Also, the wait time modifier would take into account the average power of the ships in game; if everyone fly powerful ships, you get no extra or shorter wait time.
I agree. Still a 1 synergy ship is less powerful than a 10 synergy one. Same with a all Green or a all Orange one. Rank also matter (due to the crew skill modifiers). Survivality is a bad idea, but we can still define something with rank, sysnergy level and module color.
If you are fighting against similar experienced and equiped players, you would not get any extra wait. If you are fighting against lots of newbies, you would take more time, but then again, you are likely to die a lot less so it would not hurt that much. More enemies to farm for you.
-My idea was only about the ship power rather than how skilled you are at flying them; that would even it out a bit between the grinders and the farmers.
Point taken. A question I had for some time, though. What is “farming”? What do I earn/get out of a non-challenging battle? What exactly do I “farm”?
SR prove nothing.
I absolutely concur that there was some abuse, and some not-so-brilliant design issues (such excempting Premium lineups). However, overall it seemed to work for the “lower” players, though not so much for the better ones but IMHO mostly due to lack of players there. And SR (the old one, based on kills, not the new Pilot Rating which is utterly worthless outside of T5) did prove something. If it was low it meant you’re bad, or you have tanked your rating (though now you can’t play T1 anymore anyway). But if it was high, like 1600-2000 range, it absolutely meant that you were very good at killing, independent of Tier. Usually, SR was pretty well reflected in final eff ratings.