Guess the only fair way would be to judge each ship against the rest of the team.
but should they be rewarded for using the skills they are best at, or for performing well at something they're not ideal for? In other words, to we wish to force players into playing the ship exactly as it was designed for?
If each ship should be judged by how it performs, rather than how it does what the ship was originally built for, a cruiser:
- should get higher score than an escort for big spikes of damage, but not for sustained damage
- should get lower score for healing than an escort, but higher score than a sciship for crowd control
but if we want the cruisers to be used only for tanking and healing, the cruiser can be judged by it's healing exclusively. Much easier to make a formula for this score, but not encouraging varied builds...
going to be interresting to see how this turns out...
this all sounds great but unfortunatley its too little too late for many ppl. while i was definitely a newcomer to pvp i had the honor of flying with some of the pvp greats EmoeJoe, SteveHale and Stardagger. Unfortunately I no longer play primarily because of the state pvp was in when I stopped playing a little over a month ago. I believe and I'm sure many others do as well before you worry about anything else balance should be your primary concern, especially class balance. Scis r pretty much useless at the moment and speakking from the perspective of someone who played only tacs a team of 5 tacs was supreme. Even Engies could not out tank or heal the damge of 5 tacs deal topnotch dps. By no means am I saying nerf tacs im saying bring the abilities of Scis and Engies up to par where tac abilities are now and pave the the way for more customization of teams. Good Luck Gozer your gonna need it.
I do like the sounds of this and in principle it is very interesting. However, there is a danger that some players and some classes might rally strugle to achieve top end rewards.
Take STFs for example. Some players who really NEED top end gear are probablty not going to get it in favour of those who already have it and are therefore likely to perform better.
I am simply asking that these factors are considered carefully before any changes are made.
A good area to consider for inclusion is debuffing. It doesn't do any damage itself, but allows the team to do a great deal more damage overall - this should be considered in the equation. SOome players set up specifically for this kind of thing.
Smilarly AoE can cause considerable damage but given healing and such like, it is not really so useful.
For PvP though, rewarding participation is a great idea. I have seen far to many dilithium leaches in PvP matches who do nothing.
PvP Weekly Update - 06/01/2012
The new PvP system will instead reward based on participation. For instance, if you join a PvP match and don’t do anything, you won’t get much of a reward. The rewards will scale depending on how much you participate in the match. This doesn’t just mean how many kills you get credit for, but will include things like healing to team-mates, capturing objectives, how many times you may die in a match, and a number of other things.
Rewarding based on participation is something I will probably use for other team based end game content like STF’s for example. If you join a STF and don’t participate in any meaningful way you shouldn’t be rewarded. Once I get his working for PvP, I can take a look at using it for things like STF’s as well.
The list here goes on and on, but for any of that to work, I need to make sure I’m getting the correct data first. This is step one.