Actually I think I might just need to incorporate this table into the calculation:
Just speculation, I haven’t run the numbers yet. :effort:
Along with victim’s rank, other factors affect total synergy gained. These factors include, but may not be limited to: ship bonus, medals earned, circumstantial bonuses (e.g. “beacon defender”), bomb pick-ups (in Detonation), captain position (in Combat Recon), and of course match outcome (victory/loss).
Perhaps a test of zero use ship synergy is in order? If you fly a ship and immediately self destruct or if it’s the end of the match and you lauch without doing anything, you get synergy. How does that zero use synergy change?
Perhaps a test of zero use ship synergy is in order? If you fly a ship and immediately self destruct or if it’s the end of the match and you lauch without doing anything, you get synergy. How does that zero use synergy change?
Been there, done that. More specifically, on the “Underachiever” achievement. 0 points was hard for me to do. Didn’t fire a single shot or missile, either. Realistic match, I lost one ship. I spent 80% of the time on the first ship and finished the match on the second (Katana-AE & Ricasso, iirc) and I got 3x as much Synergy ON THE RICASSO than on the ship I spent 80% of the match faffing about.
The synergy gain always depends on your total points as well as on the points of your team.
We cannnot give any more penalties to the loosing team. Do you remember the high repairs from the past?
You’re giving MORE rewards to the losing team! And I’m talking about Synergy, I don’t give a toss about Credits.
To be honest: The Synergy grind is just annoying and takes forever…
I dont think loosing should give you less rewards because, in fact, until your in a squad 3v3 or an equivalent situation, you can work like a horse and still loose if your team decides to be completely useless.
So, If I play good in a match but my team just suck, I´ll already be punished by having no loot (less potential: money, loyalty, shiny Items).
A better Idea would be to higher the synergy cap (to let PPL try harder/compete better) and make synergy independent from Win/Loss. Also include no “free” synergy for PPL which do bad in a game (like if you get 0 Eff. Points in a battle you get 0 synergy).
Also think about a flat increase (maybe 10% of gain) of synergy on ships that have no options to buff/debuff modules like CovOps, LRF, Gunship, since their Eff. Points/synergy highly depends on shooting stuff.
Along with victim’s rank, other factors affect total synergy gained. These factors include, but may not be limited to: ship bonus, medals earned, circumstantial bonuses (e.g. “beacon defender”), bomb pick-ups (in Detonation), captain position (in Combat Recon), and of course match outcome (victory/loss).
Yes, but all of those I was already considering (some of them actually only award efficiency but not synergy).
The rewards for losses seem OK to me. You don’t want to punish defeat, but reward victory. That’s not done by penalizing the losing team more to create a larger disparity.
Perhaps what is needed is a larger synergy bonus for the winners?
As far as has been proven, the only loss for the losing team is their w/l ratio. Without information from the devs, it’d take a lot of squad vs squad battles to figure out if there’s really a difference.
A better Idea would be to higher the synergy cap (to let PPL try harder/compete better) and make synergy independent from Win/Loss. Also include no “free” synergy for PPL which do bad in a game (like if you get 0 Eff. Points in a battle you get 0 synergy).
Bad idea if you realize that there is a timer for getting damage assist points. I once put half the damage on an enemy captain by the time i died, but he wasn’t destroyed soon enough after that for me to get points for damage assist. I couldn’t get back into the battle quickly enough to do anything else, so the battle ended and I got no points, despite being critical for quickly ending the match.
As far as has been proven, the only loss for the losing team is their w/l ratio. Without information from the devs, it’d take a lot of squad vs squad battles to figure out if there’s really a difference.
I personally notice a significant (1/3 to 3/4) decrease in synergy rewards between a win and a loss.
The rewards for losses seem OK to me. You don’t want to punish defeat, but reward victory. That’s not done by penalizing the losing team more to create a larger disparity.
Perhaps what is needed is a larger synergy bonus for the winners?
Along these lines, if you punish defeat too harshly, anyone who has a w/l ratio less than 1 will leave the game. Many players forget that this is entertainment, not a job , so if I am going to be punished more than half the time I play, there are other games to choose from. The developers walk a thin line between making current players happy and encouraging new players to join.
The rewards for losses seem OK to me. You don’t want to punish defeat, but reward victory. That’s not done by penalizing the losing team more to create a larger disparity.
Perhaps what is needed is a larger synergy bonus for the winners?
The problem with losing, as it is now, is MORE rewarding than winning.
We do not know the magic synergy equation. We only have hints of how it works. I’ve had low efficiency and high synergy in matches, and vice versa. If the equation was made known, we could play in a way to boost our synergy. If losing actually got more synergy, people would try to lose.
Bad idea if you realize that there is a timer for getting damage assist points. I once put half the damage on an enemy captain by the time i died, but he wasn’t destroyed soon enough after that for me to get points for damage assist. I couldn’t get back into the battle quickly enough to do anything else, so the battle ended and I got no points, despite being critical for quickly ending the match.
Yea, the assist timer is a tad too short (especially on beacons). The game doesn’t calculate if what your actions against a target are still viable or not either at the moment of it’s destruction.
The problem with losing, as it is now, is MORE rewarding than winning.
My apologies if this was mentioned earlier: the length of battle correlates to synergy gain as well. It makes sense if you consider that synergy is rewarded for actions you make as a pilot – the longer your match, the greater your chances of making actions which are rewarded. In this case, it is possible to have a short victory result in lesser returns compared to a long match that was a loss.
Does that mean improving synergy gains means making actions against winning early?
Seriously.
At the risk of losing the game? In a match-by-match basis, the victor will always gain more than the corresponding loser. It is always better to strive for victory, if only to better your personal chances at faster progression.
Besides, fast victories just means more games. If you take synergy and treat it as a per unit measurement, the one overarching factor that will tip the scale (i.e. increase or decrease the rate of synergy gain) is match outcome.
My apologies if this was mentioned earlier: the length of battle correlates to synergy gain as well. It makes sense if you consider that synergy is rewarded for actions you make as a pilot – the longer your match, the greater your chances of making actions which are rewarded. In this case, it is possible to have a short victory result in lesser returns compared to a long match that was a loss.
I know I already posted about this somewhere else, but can’t find the post… Basically, I spent an entire match on the Katana-S. Then I die and bring out the Kris-AE and realise we lost the game, so I don’t get to even shoot once.
On the Katana, I get an average of 3-4k points. After that, if I bring out the Kris, I spend 30 seconds doing jack xxxx all because we lost the game. The results? I get MORE Synergy on the Kris-AE. Got an explanation for that one?
Synergy shouldn’t be dependent on winning or losing, it should depend on actions in the game. You can’t help it if the rest of your team is dying like flies and you are stuck in 3v1 match ups, but if you manage to take out another ship with you or cap the beacon beforehand then you should get full points for your actions. Winners already get a bonus in a chance for loot and faction rep. I do notice that most of the time when my team loses their overall scores are half those of the winners, just because they are not able to stay out in the field long enough to pick up points. So if synergy is points based, the penalty is already there.
I have not noticed a situation where a loss generated more synergy then a win. Usually, if I lose with a low score I get low synergy. If I lose with a high score, or win with a low one, it seems to be the same.
It kinda makes sense, I haven’t played for a while and I got back, it feels like the game REWARDS dying, missiles used to be 1 time use during the battle, used all 8 missiles? Too bad deal with it. Now they reward you for dying by refilling the missiles. I really don’t like that especially since it’s so easy (for me anyways) to rake in kills by missile spamming, so much so that I almost WANT to die when they run out.
Suicide, SD and friendly fire deaths should deduct points from you, not give them. Just because you constantly suicide against the enemy captain to take out 10% of his hp at a time, the game rewards you in more ways than one: it rewards you by not deducting any points from suiciding, it gives you tons of Synergy because you attacked the Captain, it gives you a ton of points AND Synergy for, eventually, aiding and/or killing the Captain, it even gives you medals for it! But wait, that’s not the best part! Because you died over and over again, the game now thinks you’re a bad pilot and throws you down in the queue below yours, so you can continue your mass-suicide tactics.