Commander Rank

ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
How about a ranking system for players on either team which displays the number of times the player has won a round while commanding to give everyone on the team an idea of how good or bad they are? From there they might wish to vote in another commander who has more experience.

This could also be extended to show how many times they have commanded, the win/loss ratio, etc.

What are your thoughts?

Comments

  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    Terrible idea which has been brought up multiple times before. If a public commander plays and wins ten games, is he better than a CAL-I commander who wins 5/10 games against terror2.0? The only way to do this properly is to implement a star craft ladder system. That can work.
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    I'm not sure how the star craft ranks work but perhaps the ranking system can take into account to following during each round of commanding:

    - Total kills
    - Round time
    - Buildings destroyed
    - Buildings created
    etc
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    How would you prevent the effects of stacking, unnecessary point hunting and abuse? I'd say people _will_ abuse any score/rank that is preserved over the rounds. The rounds took 30 minutes to finish on /skill servers because people just spored and spiked with lerks until they were top 10 in rank.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Stacking? Commanders? Are you sure you understand his suggestion?
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1699294:date=Feb 3 2009, 05:39 AM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Feb 3 2009, 05:39 AM) <a href="index.php?act=findpost&pid=1699294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Stacking? Commanders? Are you sure you understand his suggestion?<!--QuoteEnd--></div><!--QuoteEEnd-->
    If wins are recorded, people will stack marines and rush for cc whenever they feel the marine team has skill advantage. It happens already on public servers sometimes, I don't think rewarding the winning commander is going to help that.

    Maybe you could give a gold cc icon for 50 hours spent in cc or so, but simple win ratio is always quite abusable in public games.
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    <!--quoteo(post=1699307:date=Feb 3 2009, 10:17 PM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Feb 3 2009, 10:17 PM) <a href="index.php?act=findpost&pid=1699307"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe you could give a gold cc icon for 50 hours spent in cc<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah we would have the same problem because players could create a server with another player and go AFK while in CC, come back and they have a gold icon. I think the idea would be good but it would be very hard to monitor and enforce.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1699560:date=Feb 5 2009, 09:04 PM:name=Kalopsia)--><div class='quotetop'>QUOTE(Kalopsia @ Feb 5 2009, 09:04 PM) <a href="index.php?act=findpost&pid=1699560"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah we would have the same problem because players could create a server with another player and go AFK while in CC, come back and they have a gold icon. I think the idea would be good but it would be very hard to monitor and enforce.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Make it require 12+ players. I don't think the system needs to be all foolproof, since it's just an icon, not any real benefit for your game. However, the way you get the icon shouldn't encourage any unnecessary prolonging or score gathering.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    What about <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=104013&view=findpost&p=1699565" target="_blank">Commander specific achievements</a>? Any Suggestions?
  • ratclawratclaw Join Date: 2008-06-12 Member: 64433Members
    <!--quoteo(post=1699566:date=Feb 5 2009, 09:34 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Feb 5 2009, 09:34 PM) <a href="index.php?act=findpost&pid=1699566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=104013&view=findpost&p=1699565" target="_blank">Commander specific achievements</a>? Any Suggestions?<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's not perfect either. (I vote for a variety of wins with X amount of players in X amount of time) The ladder system is probably the only way unless UW comes up with a brilliant scoring system for the commander that is near impossible to circumvent.

    Then comes the issue of a commander wannabe with a score that is too low. Chances are he won't find too many servers willing to let him play and maybe increase his score.

    The deciding factor for the commander should stay with player reputation and/or democracy.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    Ranking, whether just for players in general or commanders is only really viable as a balance/skill recognition with regards to a local server storing statisitics.

    A global stats system may take stats from a player who dominates a very relaxed casual server, but then gets housed in a competitive server. The problem it creates an expectation of a player who has really high stats falsely.

    Likewise the inverse could happen. A really good player can play on tough servers and perform low, and then goes to a lesser skilled player and will not be recognized for that talent, thus creating a skill imbalance.

    The only way that I see that stats can work is if the stats are stored on each individual server, as the stats will mark that player's performance on that particular server.

    Creating a global stats system for the purpose of balance would be nearly impossible and take an enormous amount of time to create.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1699566:date=Feb 5 2009, 09:34 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Feb 5 2009, 09:34 PM) <a href="index.php?act=findpost&pid=1699566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=104013&view=findpost&p=1699565" target="_blank">Commander specific achievements</a>? Any Suggestions?<!--QuoteEnd--></div><!--QuoteEEnd-->
    You'll have to be really careful with those at least. Stuff like capping every node on the map basically encourage you to try to stall the game until you can just walk in and cap the last node while spawncamping. It's only a little, if any, delay on most cases but I'd still avoid those. The more difficult the achievement, the more delay on most cases.

    On TF2 the achievements work so well, because there's very little dependency on a single individual effort and there aren't practically any map control/res/tech related advantages, so everyone is free to hunt the achievements at any point. On NS on the other hand you've got long periods of gameplay where you're just finishing the game without any real question about the winner. At that point you don't want to distract the winning team from finishing the round. The commander is absolutely crucial for finishing the round, so you'll have to be double the careful with his achievements.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1699615:date=Feb 6 2009, 04:54 AM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Feb 6 2009, 04:54 AM) <a href="index.php?act=findpost&pid=1699615"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You'll have to be really careful with those at least. Stuff like capping every node on the map basically encourage you to try to stall the game until you can just walk in and cap the last node while spawncamping. It's only a little, if any, delay on most cases but I'd still avoid those. The more difficult the achievement, the more delay on most cases.

    On TF2 the achievements work so well, because there's very little dependency on a single individual effort and there aren't practically any map control/res/tech related advantages, so everyone is free to hunt the achievements at any point. On NS on the other hand you've got long periods of gameplay where you're just finishing the game without any real question about the winner. At that point you don't want to distract the winning team from finishing the round. The commander is absolutely crucial for finishing the round, so you'll have to be double the careful with his achievements.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Capping every node requires marines to push in the hive so I'd say it speeds the end game. I agree with the general statement that we have to be careful to avoid bonesaw/taunt/melee kills in one life achievements that take focus away from winning the game.
  • StarClawsStarClaws Join Date: 2002-11-26 Member: 9974Members
    Ranks are useless in a game that is team-based. If the team feels the commander isn't doing a good job ... eject. That's how it has always been. That's how it should be. NS2 will be a new game and I will gladly let ANYONE command as long as they drop res nodes in a timely manner and spend money in a timely manner. It will give the new players experience with the command console. (A LOT of new people will be trying this game for the first time and want to try commanding)

    People ALWAYS abuse ranks in games. Ever heard of 'boosting' ?
  • PlasmaticPlasmatic Join Date: 2009-02-16 Member: 66439Members
    <!--quoteo(post=1699833:date=Feb 9 2009, 10:51 AM:name=StarClaws)--><div class='quotetop'>QUOTE(StarClaws @ Feb 9 2009, 10:51 AM) <a href="index.php?act=findpost&pid=1699833"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ranks are useless in a game that is team-based. If the team feels the commander isn't doing a good job ... eject. That's how it has always been. That's how it should be. NS2 will be a new game and I will gladly let ANYONE command as long as they drop res nodes in a timely manner and spend money in a timely manner. It will give the new players experience with the command console. (A LOT of new people will be trying this game for the first time and want to try commanding)

    People ALWAYS abuse ranks in games. Ever heard of 'boosting' ?<!--QuoteEnd--></div><!--QuoteEEnd-->


    Ranks give a new objective to the game. Rank up. This makes it a
    'every man for himself" kind of game. Theres no leader or organazation, people just want to get kills
  • ArxArx Join Date: 2008-01-28 Member: 63516Members
    I have to agree that achievements and ranks simply do not belong in NS. The premise is fun and interesting but like StarClaws said "People ALWAYS abuse ranks in games," and I have to agree. When you brainstorm about ideas for a game, especially one like this, you have to have the mindset that <b><u>if it can be abused it will be abused</u></b> period. People are naturally self centered and to give people an outlet for this kind of mindset in a team based game is asking for disaster. Look at TF2, they made maps for the sole purpose of gaining achievements, and while yes TF2 is not the same as NS it's still an accurate measure of how people will react. If you add achievements and ranks then all people will care about is gaining them and not helping the team so far as to progress them. Now I'm sure some of you are thinking, "no I woulden't abuse this. It would be totally awsome!" Well can you speak for everyone? No I'm sorry but it WILL be abused. The sad truth is most people, yes MOST, will abuse this weather they know it or not. If you want to incorporate this system anyways then it MUST be limited to server preference only.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    I all for achievements as long as, like radix put it, you just get cool points (bragging rights, thats it). So even if someone abuses it, so what.

    The positives far outweigh that one negative
  • goblingoblin Join Date: 2004-09-05 Member: 31412Members
    maybe the marines players could give a grade to commander in the end of the game...
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    edited February 2009
    <!--quoteo(post=1700978:date=Feb 21 2009, 03:32 AM:name=goblin)--><div class='quotetop'>QUOTE(goblin @ Feb 21 2009, 03:32 AM) <a href="index.php?act=findpost&pid=1700978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->maybe the marines players could give a grade to commander in the end of the game...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah that could work.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I doubt it. Any loss will result in a string of 0s from enraged players, regardless of what you actually deserve.
  • BadMouthBadMouth It ceases to be exclusive when you can have a custom member titl Join Date: 2004-05-21 Member: 28815Members
    I think the rank should just reflect how much time you spent in the comm chair or something to that extent. Because, in the end, I believe that players won't take the rank too seriously and just use it as an indicator, kind of like a reference and not a rule as to who is a good commander or not. Like in COD4 multiplayer, everyone gets a rank but most often, it is those with the higher ranks that just play more and are not necessarily better.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1700978:date=Feb 21 2009, 02:32 AM:name=goblin)--><div class='quotetop'>QUOTE(goblin @ Feb 21 2009, 02:32 AM) <a href="index.php?act=findpost&pid=1700978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->maybe the marines players could give a grade to commander in the end of the game...<!--QuoteEnd--></div><!--QuoteEEnd-->
    No way, imagine all the negative scores of the team looses
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