~Credits to GeorgeGFX for the Signature]
"Dreams are short-time happiness"
-Faky
you can do 99 things for someone and all they'll remember is the one thing you didn't do
We can do it based on the amount of characters in the team. Don't worry about those numbers.
Yeah that makes sense. Will have to come up with some good numbers for that.
Idea (to keep it somewhat simple):
If you win, you get elo. (If you're MVP: You get 1.5x ?)
If you lose, you lose elo only if you did not deal the required amount of damage:
For each enemy in the room (except if enemy team is bigger than yours, where it considers the size of your team):
1000+: 20 dmg per enemy
2000+: 40 dmg per enemy
3000+: 80 dmg per enemy
4000+: 120 dmg per enemy
5000+: 160 dmg per enemy
6000+: 200 dmg per enemy
Just throwing some numbers out there.
Another idea:
I did try spreading the elo gain/loss evenly among the team based on damage % of total team damage, when we first added elo, but that system was pretty harsh for the players. However, we could follow that approach for the losing team only - and for the winning team: everyone gets the same (based on his/her elo, like it currently is), except for the MVP (1.5x). That might work.
So say you lose, but you did 70% of your team's damage, so you only lose 30% of what you'd normally lose.
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