Concept: A Teamplayer Rating System?

FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
<div class="IPBDescription">To replace Kills/Deaths completely...</div> I was wondering if there had been any thought to creating some kind of '<b>Teamplayer Rating System</b>' to completely replace Kills/Deaths?

Instead of exclusively using Kills/Deaths the 'Teamplayer Rating System' should utilize other, more teamplay- orientated tasks to determine the rating of a player.

Some examples of '<i>more teamplay-oriented tasks</i>' could be;

Friendly Structures Built
Friendly Units/Structures Welded
Capturing/Holding/Defending Waypoints
Enemy Structures Destroyed

Another factor for the 'Teamplayer Rating System' could be your proximity to teammates. Any task completed within a certain proximity of your teammates will increase your rating more then just building/killing something by yourself. The more marines in your area the greater of an impact to your rating.

Your rating is carried over from round to round and if possible from server to server.

A '<b>Team Rating</b>' could be produced at the end of the match that doesn't impact your inidividual rating. The 'Team Rating' could be based on the level of teamwork that was demonstrated by the whole team. Perhaps a way to calculate that would be to take the total amount of ratings increased/decreased earned by each individual player on the team and add them together.

If a team is working very well together their team rating will be very high because each member of the team earned a higher rating during the match.

ie. (TPR = Teamplayer Rating)

<u>Beginning of Match</u>
Fantasmo [TPR: 1000]
Flayra [TPR: 1000]
Comprox [TPR: 1000]
Coil [TPR: 1000]
Fam [TPR: 1000]

<u>End of Match</u>
Fantasmo [TPR: 845] -155
Flayra [TPR: 1460] +460
Comprox [TPR: 1430] +430
Coil [TPR: 1500] +500
Fam [TPR: 1354] +354

<b>Team Rating: 1589</b>


I guess it's pretty obvious why I think this would be beneficial for NS. I think a system like this is more representative of the importance of Teamplay in NS. FPSers seem to get real obsessed, almost fanatical about their score/kills/ratings, I figured with a rating system based primarily on teamwork it willl inspire people to work together as a team, if not <i>for</i> the team then at least to get a better rating.

Not only that, I would <b><i>love</b></i> a brag thread called, <b>Our l33t Team Rating: Can you beat our teamwork?</b>.

<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

These are just ideas to promote the importance of teamwork... you got any?

Comments

  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    I think I remember bringing up the whole teammates near by = perks to Flayra before (ala Front Line Force).

    I'm pretty sure he didn't like the idea, but for the life of me I cant remember why.

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    It's very artificial and returns the marine focus to getting points instead of working as a team.

    How do you reward the guy who stays at spawn for the first 15 minutes on comms orders to hold of skulks? He never went to a waypoint and he may only kill 4-5 skulks. However, he's willing to have a lesser role on comms orders so that the rest of the team doesn't have to worry about spawn.
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    He's near the com/buildings so he'd get points from that. <img src='http://216.40.249.192/mysmilies/cwm/3dlil/wink.gif' border='0' alt='user posted image'>
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--Silver Fox+Feb 20 2003, 08:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silver Fox @ Feb 20 2003, 08:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think I remember bringing up the whole teammates near by = perks to Flayra before (ala Front Line Force).

    I'm pretty sure he didn't like the idea, but for the life of me I cant remember why.

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah I believe the developers of FLF wanted to increase teamplay that way but from what I remembered it really didn't inspire people to stick together or really help much.

    I think the idea is interesting.

    DOES a Teamplay FPS need to go as far as giving physical bonuses for sticking together?... I don't know. I kind of hope not because it may negatively affect Clanplay where everyone is pretty talented already.

    I think if it affected your rating like I suggested, not something physical like your accuracy or health, it wouldn't be a bad thing... I don't think anyways.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    <!--QuoteBegin--Cregore+Feb 20 2003, 06:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cregore @ Feb 20 2003, 06:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> He's near the com/buildings so he'd get points from that. <img src='http://216.40.249.192/mysmilies/cwm/3dlil/wink.gif' border='0' alt='user posted image'> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Woo! But if EVERYONE stayed in spawn, they'd all get points from being near teammates, AND being near the Comm.

    Seriously, at most I'd just allow the Comm to give medals/rankings. Sergeant (in charge of a couple other Marines), Veteran (just a good player), and Llama (Rambo, someone who sits and whines for a Veteran medal, griefer). Take the points out of it. Take out how many times you shoot X, how long you hold down +use at building Y, and how many times you chase down the blinky circle.
    At that point, the Comm can recognize good players. It's a lot more effective than relying on an algorithm to do it, as once the algo is known.. people will just **** it one way or another so they can see themselves as 'uB4r 1337 N5 d00Dz'.. without doing JACK, really.
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    That and Fam would never get that high a team score. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    edited February 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's very artificial and returns the marine focus to getting points instead of working as a team.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I think you misunderstand my direction. The rating system <b>isn't</b> for those who teamplay already, teamplayers don't care about scores or ratings (At least most I know don't), it is for those who don't. The strategy is to find a way to inspire those who like things like ratings and scores (A more DM minded fellow) to adhere to more of a teamplay atmosphere. This is my strategy:

    Good Player = High Rating
    High Rating = Earning Points
    Earning Points = Utilizing Teamwork

    See how it works?

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How do you reward the guy who stays at spawn for the first 15 minutes on comms orders to hold of skulks?  He never went to a waypoint and he may only kill 4-5 skulks.  However, he's willing to have a lesser role on comms orders so that the rest of the team doesn't have to worry about spawn.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    That is a very good question.

    I made this post to get ideas and to further refine the Teamplay Rating System if it proves to be a decent idea. I don't have an answer for you, do you think you, or anyone, could come up with a solution to this problem under the 'Teamplay Rating System' idea.

    This is group think guys, I'm not here to defend or promote my ideas... just to come up with them in hoipes of finding ways to improve teamwork on pub servers.


    <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FrahgFrahg Join Date: 2002-12-03 Member: 10432Members, Constellation
    edited February 2003
    I like this idea a lot. This ties in well with that thread on positive and negative reinforcement. If you have a score that was a fairly rapid changing indicator of your success in the game (not just fighting but things that are generally considered "good things to do"), I think people would act as a good teammate more often.

    MARINES
    The more cooperative group would get benefits for fighting and working together and improving the position of the team.

    Things that would increase your score:
    Do damage to an alien or alien structure.
    Do damage to an alien or alien structure that recently damage a teammate (more points!).
    Spend time building a structure.
    Spend time in sight of friendly structures.
    Spend time repairing a friendly structure.
    Arrive at a waypoint or complete an order (or be in sight of a structure you should be defending)

    Things that would decrease your score:
    Take ammo. Depending on damage capacity of the ammo taken.
    Get equipped. Depending on the cost of the weapon taken.
    Die not in sight of an allied structure or unit.

    I like the idea that a bonus should be added if activities are done in range of a teammate.

    ALIENS
    The more independent group would get bonuses for individual feats of heroism or well timed coordination.

    Things that would increase your score:
    Do damage to an enemy unit or structure.
    Damage a unit or enemy structure that your teammate recently damaged (more points!)
    Build a structure.
    Build a Hive (more points!)
    Spend time within sight of a built Hive.
    Spend time within sight of a gorge.
    Parasite an enemy.
    Spend time building a structure.

    Bonuses would be given out for massive feats of destruction such as destroying several buildings without dying or killing several marines in a short period of time.

    Things that would decrease your score:
    Spend resources (unless you're a gorge).
    Have one of your built structures die.
    Be a gorge when 25% of your team are gorges (and there is another gorge)
    Earn resources (unless you're a gorge).

    All of these rating suggestions are open to debate, but I think the team could easily iron out a list of factors that make you a good teammate and come up with rewards for them. I think this would do a lot to not only inspire players to play, but reduce the occurrence of people who play for themselves because they don't realize that they should be part of a team.

    --Frahg
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--Talesin+Feb 20 2003, 09:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Feb 20 2003, 09:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Woo! But if EVERYONE stayed in spawn, they'd all get points from being near teammates, AND being near the Comm.

    Seriously, at most I'd just allow the Comm to give medals/rankings. Sergeant (in charge of a couple other Marines), Veteran (just a good player), and Llama (Rambo, someone who sits and whines for a Veteran medal, griefer). Take the points out of it. Take out how many times you shoot X, how long you hold down +use at building Y, and how many times you chase down the blinky circle.
    At that point, the Comm can recognize good players. It's a lot more effective than relying on an algorithm to do it, as once the algo is known.. people will just **** it one way or another so they can see themselves as 'uB4r 1337 N5 d00Dz'.. without doing JACK, really. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah I had an idea about medals or battlefield promotions too Talesin. It's buried in these forums somewhere, it pretty much went unnoticed and unreplied to so I thought no one was interested.

    I agree that an algo can be exploited, that is the inherent danger of a rating system of this kind. I wonder if it can be worked out though, I mean what you have to do to earn a better rating are team activities... not something you can go off to do all by yourself and do one thing which risks people doing it over and over to earn higher points. The system should be designed and tweaked so you should have to be an active member of the team contributing teamwork to earn a higher rating.

    I'm not sure what you meant by,

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Take the points out of it. Take out how many times you shoot X, how long you hold down +use at building Y, and how many times you chase down the blinky circle.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • FrahgFrahg Join Date: 2002-12-03 Member: 10432Members, Constellation
    edited February 2003
    I disagree with talesin completely. I think there should be some sort of automated rating system to HELP the commander identify good players. Most of the time when I'm playing commanders have no idea who is a good player on their team. They give benefits to (in this order): People they know, People they Randomly saw do something good once, and then Everyone else. How then would they know who to give promotions to? The only way a commander can really know if his team is worth "upgrading" is to play a lot of games with them, and become familiar with each teammates skill level. In the real world--on pub servers--that's not even realistic.

    So, I maintain that there needs to be a rating system that helps the commander know his teammates and that commander controlled promotions would not be a viable system.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    I like some of your suggestions FragQ! May I ask you why you think someone's rating should be decreased for getting ammo/spending res/getting weapons?

    In my opinion I don't think your rating should be affected at all. No increase or decrease.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...allow the Comm to give medals/rankings.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I was just thinking it would be really interesting to combine the Teamplayer Rating System with the Medals/Rankings Ability.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How do you reward the guy who stays at spawn for the first 15 minutes on comms orders to hold of skulks? He never went to a waypoint and he may only kill 4-5 skulks. However, he's willing to have a lesser role on comms orders so that the rest of the team doesn't have to worry about spawn. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Perhaps if the Comm gave the base guard a ranking of '<b>Security</b>' his rating is affected in a different way. A way in which rewards the tasks that a particular rank is responsible for.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--Frahg+Feb 20 2003, 09:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frahg @ Feb 20 2003, 09:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> II think there should be some sort of automated rating system to HELP the commander identify good players. Most of the time when I'm playing commanders have no idea who is a good player on their team. They give benefits to (in this order): People they know, People they Randomly saw do something good once, and then Everyone else. How then would they know who to give promotions to? The only way a commander can really know if his team is worth "upgrading" is to play a lot of games with them, and become familiar with each teammates skill level. In the real world--on pub servers--that's not even realistic.

    So, I maintain that there needs to be a rating system that helps the commander know his teammates and that commander controlled promotions would not be a viable system. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Good point about the promotion system Fragq.

    I like the '<b>Rank</b>' ability more then the battlefield promotions idea. Rank could also be though of as Position in this case. The rank of '<b>Security</b>' could be base guard or <b>Tech</b> could be builder/welder.
  • FrahgFrahg Join Date: 2002-12-03 Member: 10432Members, Constellation
    edited February 2003
    Often, a person who is filling up on ammo is wasting a lot of time. I'm not sure, on reflection now, that penalizing someone for taking it is the right way to go, but my rationale for that was that each bullet has potential to pay for itself. My rationale goes like this: bullets would have to cost maybe one-fifth or one-tenth of their worth in damage. So, if you got 10 points for hitting a skulk with a bullet, you would pay 1 point for buying that bullet. Thus, you have to hit 1 in 10 bullets to pay for what you take. If you hit more than that you are a good player and make points back. if you always fill up before you go out and you don't use half of what you take you are just wasting time at the armoury and are taking more than what you need--thus you don't know your own potential and are wasting yourself as a fighter on the front lines. Maybe 1/10 would not be the relationship you'd use for cost (maybe in reality is should be 1/50 or 1/100), but I think that a cost should be associated.

    Getting Weapons and Spending Res.

    If you're an alien and you spend resources you're affecting the income of every other player in the game. If you do it infrequently (say you become a Fade and you stay a fade until the end of the game) you've only taken a hit once and you'll definately recover it. However, if you think you're rambo and you go fade and continually get killed your wasting of resources will eventually take its toll on your score. This is to dissuade people who don't understand that they're spending the teams money. Team players spend money wisely. If you spend money wisely you'll take less of a hit in your score.

    If you're a marine and you take the grenade launcher and rambo into the alien's base and drop it when 7 skulks swarm and devour you, you cost the team 33 resources! You deserve to be penalized. Thus, people will think twice about taking that hmg out, unless they think they can make it worth their while.

    Basically, I put everything into categories of potential gains. You take hits to your score if you think it will pay off in the long run. Thus you don't just waste the teams resources willy-nilly, you consider your purchases and you make the one that is right for you (otherwise your score will go to pot).

    --Frahg
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    <b>Starsiege: Tribes 2</b> employs a very similar system to that which you propose. I recall you getting 2 points if you repaired a certain structure, or 1 point if you and other men repaired it. Only 1 point goes to a kill, but more points go to helping the team out than anything.

    You never see scores upwards of 50+ on kills alone, doing objectives for the team is when you see 500+ scores.

    I like the idea, personally. Though I never check my score in T2 until the very end of the match, when that's all you can look at until hitting the "Continue" button <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    I think it should perhaps be a little different than that, but other then a few changes (for instance, I think total damage you do to enemy structures should be included, and kills should be in there. but I think damage is moire important, and perhaps how many you parasited etc... webbed up etc) I think it would be great.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Talesin is correct. Algorithms WILL NOT WORK. They are only there for people like myg0t to exploit and abuse.


    However, if the comm could somehow see a general statistics of his soldiers, such as:

    General Accuracy
    How many times a soldier has gone to a way point
    How long +use key has been building stuff
    The average proximity a player has been near his teammates
    Kills per player
    How much ammo a player has collected with in the first 1:00 of spawning in
    Other stuff


    With this sort of stats avalible to the commander, he then can decide who deserves the most recognition for the team, and this will work simply because you cannot exploit a real human being. The human will know who is doing the most for the team, and even if the stats are misleading, the human will still realize that whereas an algorthim will not.

    You might say that some llama commander comes along and screws everyone over, giving the awards to the dumbest people on the team; but hey, that is what the eject command is for, and not to mention, the awards will be purely for show, with the hope they might encourage teamwork.
  • idolmindsidolminds Join Date: 2002-11-02 Member: 3915Members
    I was gonna mention Tribes 2...heh. But it worked well. It gave people an incentive to defend. If you were on base D, you rarely got any kills. Most of your time was spent repairing the gens and other items around the base, and other players. Thats a lot of work, and your score sucks. This way, you could get a nice score while acctualy helping your team, as opposed to sniping people at vehicle stations.

    But for NS, I dont know how well it would work out. Might be better to just do away with individual scores. If theres no personal score to worry about, everyone focuses on the team score. The one that should matter.
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