Rating the commander
docloulou
Join Date: 2009-06-01 Member: 67606Members
Hi guys,
the idea is very simple, at the end of each game there are 10 seconds to rating the commander and stats are sent on unknownworlds's server.
At the beginning there are 10 seconds for choosing the commander with stats for each candidature.
And not only that, we can see stats on unknownworlds.com or in game with the SteamID and reset our stats if we progress.
PS: Sry for my english
<a href="http://www.hostingpics.net/viewer.php?id=4787962012060700001.jpg" target="_blank"><img src="http://img15.hostingpics.net/thumbs/mini_4787962012060700001.jpg" border="0" class="linked-image" /></a>
the idea is very simple, at the end of each game there are 10 seconds to rating the commander and stats are sent on unknownworlds's server.
At the beginning there are 10 seconds for choosing the commander with stats for each candidature.
And not only that, we can see stats on unknownworlds.com or in game with the SteamID and reset our stats if we progress.
PS: Sry for my english
<a href="http://www.hostingpics.net/viewer.php?id=4787962012060700001.jpg" target="_blank"><img src="http://img15.hostingpics.net/thumbs/mini_4787962012060700001.jpg" border="0" class="linked-image" /></a>
Comments
The game is not controled by the commander only it also depents on the team.
Commander can be so good as you want, doing everything perfectly if your team just retarted and not listning you lose anyway and who getting blame for it? the commander.
Had some games my commanding was fine but my team dint cared to defend resourse towers and ######, just run around mindless try to kill everything, dint listen to stuff I asked them to defend.
Even if your ###### commander but got great team doing there out most best building and defending waiting for upgrades to get you still beter then good commander with ###### team.
But when game get lost its commanders fault, when game wins its just WE did great.
and also depents on your enemy team how they play.
And its not good for people want to try and learn commanding or command for the frist time, they get bad ratings and no one gonna pick him again and its all because he/she or it wants to learn it and get better with it but will never get the opperunity to do so again.
So no thank you, no rating for commander or what so ever, not game wide, or per server just no where. just NO bad in any way thinkable.
It would be a great way to quickly get a decent commander for both teams, as that's often a problem in the public servers.
I agree it would be very bad if they implemented it into the game. But as a mod, running on a few high quality servers(no newbie training servers or match servers and alike), it would serve it's purpose fine.
+1 to the OP, lots of public games could be alot better with a mod like this.
Now go make it.
Rather I'd go for only positive commander ratings, so basically people can choose not to rate the commander or rate him postively. In addition the rating itself, when picking (this would be ideal for comvote!) commanders there could also be a statistic of avarage rating in the last games and total com games played.
Maybe a +rep system like some forums use?
Rather I'd go for only positive commander ratings, so basically people can choose not to rate the commander or rate him postively. In addition the rating itself, when picking (this would be ideal for comvote!) commanders there could also be a statistic of avarage rating in the last games and total com games played.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1 -> and keep it server-side.
Very bad idea.
We have already have a kick commander feature on a per-game basis, that is enough. If someone plays really bad just vote him off the chair.
Also theres the problem where you have an amazing commander with a team of... well lets just say not the best players. This is gonna make the commanders stats look pretty bad when he could be amazing. I don't think a system of rating commanders is really fair either since everyone can vote you as a bad commander since the team lost.
It should go by clicks / actions per minute. That's the real bread and butter of a good RTS player. Win / loss stats or a rating system is gonna be fundamentally flawed.
I think it should display overall time played as the commander / how many clicks per minute he has. That would be really cool to put in I think. I just don't like the idea of a bunch of random people critiquing my commanding abilities when they aren't even commanders themselves.
That's a matter of opinion. Anytime you see people talking about top starcraft players all you will hear them talking about is APM. To be honest APM really is the best way to judge a commanders micro ability (Doesn't correlate to metagame knowledge however). Rounds fired vs kills /commander clicking areas and upgrades isn't really possible to compare to eachother. If you're spraying bullets everywhere and missing then you are just bad, but if you are a comm and you are clicking all the time it means you are DOING something for the team (Like getting a kill). Always have to be DOING something as comm if you are good...micromanagement. Can't see the contrast between that and a dude firing his gun at a wall. So, you are right in ways, but I still think APM or total game time played as commander could be somewhat more reliable than basing stuff off of pub stats. Ya know? And like I said we all know the best comm can lose if he has a team that doesn't follow orders or have decent aim. So it shouldn't dock points off the comm to be honest... at least in public games.
I too thought of a similar idea to yours. In esea they call it RWS (round win shares) which takes a bunch of stats and consolidates it into one number which is the standard number people base overall skill off of (Always arguable).
They could do APM, W/L ratio, time played, and condense it into one number. I think it won't ever happen and like someone said above us the votekick system is all you really need in most cases. I would like to see a system or mod which allows players to vote a commander though. I think that could be cool, and it wouldn't really need a stat system to go with it I don't think.
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I can't remember the last time I saw the APM tab in a pro starcraft game.
<!--quoteo(post=1943420:date=Jun 14 2012, 06:52 PM:name=.ADHd)--><div class='quotetop'>QUOTE (.ADHd @ Jun 14 2012, 06:52 PM) <a href="index.php?act=findpost&pid=1943420"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's a matter of opinion. Anytime you see people talking about top starcraft players all you will hear them talking about is APM. To be honest APM really is the best way to judge a commanders micro ability (Doesn't correlate to metagame knowledge however). Rounds fired vs kills /commander clicking areas and upgrades isn't really possible to compare to eachother. If you're spraying bullets everywhere and missing then you are just bad, but if you are a comm and you are clicking all the time it means you are DOING something for the team (Like getting a kill). Always have to be DOING something as comm if you are good...micromanagement. Can't see the contrast between that and a dude firing his gun at a wall.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's kind of ridiculous. I can click on an RT 500 times a second with a mouseclicker. HUGE APM! I can spam 52 medpacks per second with s + leftclick. HUGE APM, no skill. APM doesn't actually measure anything useful. I've never seen anyone win an RTS game ever because of APM. They win because of their fundamentals, their strategy, etc. APM doesn't translate to micro, though it is required for microing well.
I don't know what esea is, but weighted averages that take into account varying game stats (for example: kills per minute, damage done, score per minute, etc) that is one way to correlate scores into rankings/ratings. APM is completely meaningless as a metric, though. Nobody is ever ranked in any game based on their APM.
<a href="http://sc2casts.com/top?month" target="_blank">http://sc2casts.com/top?month</a>
or
www.gomtv.net
I can't remember the last time I saw the APM tab in a pro starcraft game.
That's kind of ridiculous. I can click on an RT 500 times a second with a mouseclicker. HUGE APM! I can spam 52 medpacks per second with s + leftclick. HUGE APM, no skill. APM doesn't actually measure anything useful. I've never seen anyone win an RTS game ever because of APM. They win because of their fundamentals, their strategy, etc. APM doesn't translate to micro, though it is required for microing well.
I don't know what esea is, but weighted averages that take into account varying game stats (for example: kills per minute, damage done, score per minute, etc) that is one way to correlate scores into rankings/ratings. APM is completely meaningless as a metric, though. Nobody is ever ranked in any game based on their APM.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well that would simply be exploiting the system, and whose to say dropping thousands of medpacks or clicking on the same RT 400 times couldn't be negated from stats? Simply punish the overall APM score for every redundant task. Penalize for inefficient use of actions. For instance when you miss a medpack drop on a marine you are penalized... giving incentive to drop medpacks and ammo ON marines to discourage spam and to encourage efficiency. There is a way to track it with a little in depth thinking. Perhaps the more can do with less actions would be more appropriate? Then you will see whose efficiency is highest but it's still tracking APM. I think what you are arguing is that there is no good way to accurately track apm and not that it doesn't matter... which is what you are basically saying right now.
It matters a lot, in fact, if you want to get technical that's what makes 1 RTS player better than another... how much he can do in any given time on top of his strategy. Sure, strategy is very important but if you have the technical skill to back your strategy you will be even better. You can know what to do but it's the DOING that matters in RTS.
Let's also keep in mind that starcraft is a 1v1 game. So W/L ratio in those types of games obviously matter a lot... you'll find the players with higher apm's are going to be the top players and this isn't coincidence sadly. NS2 as you know is a team game so the tracking of a commanders stats will correlate to his team as well. I think you may be arguing for the sake of argument at this point. APM is vital in RTS regardless of stat tracking... you're right that it is exploitable and won't be accurate due to all the variables but there might be an intelligent way to track it to prevent exploiting.
I doubt they really track apm stats in competitive games all that much because at the top level of RTS everyones going to be about the same and what matters most is execution of strategy. I am just saying in theory tracking the APM would be a pretty good way to tell if someone is a good player... now how to do that in an accurate and smooth way... is the mystery.
Remembering ns1 days, as a commander, if you even tried a remotely different strategy to the proven winning formula people would eject you. And you were stuck doing the same boring strategy every time.
This rating system could make things even worse.