Originally Posted by
Vacci
Balancing base hours, pking and sparring going to be difficult to achieve. I'll try my best though and figure out a system that works out.
Basing
To be more accurate, I propose that 1 point = 5 minutes defending base. What 5 people can do in an hour can vary too much. Many gangs don't even stay active for a full hour. With such a rapid point system, gangs will have to accrue thousands of points to get like...a gang hat (2k hours / 5 minutes = 24,000 points). With the new system though, basing gangs would get to such a milestone faster than 2k hours with pk and base sitting stacking upon each other.
It's important to note that basing and pking overlap. Because of this, I think base points should be gained slower than the rest. I wouldn't want to promote the base sitting system that we currently have. The idea would be to go out to Pk or spar, be active. Basing is more of a passive bonus for achieving an extra objective along with Pking well.
Pking
Since the definition of Pking in Era is rather broad, I'd like to introduce a subpoint: Pk points which then turn into gang points. This way, we'll be able to give bonuses for doing things like Pking in base, streaking, or even just attacking the base.
I know there are gangs that do pk/streaking strictly outdoors so it's important to take note of them as well. But outdoor kills come super easily with a lot of these gangs just spamming down a street. Pk point rewards outdoors will be low.
To promote active basing, I think it's important to reward kills that fulfill the attack/defense roles of basing. This means rewarding killing attackers as a defender and killing defenders as an attacker. This would promote dual basing as a defender not pk'ing might as well be considered a slacker since they're not also contributing to the Pk point total. It would also somewhat unite attackers as defenders would be higher profile targets. Since bases have a massive influx of players when a fort takes place, this bonus should be deactivated or at least nerfed during fort.
Even though streaking in it's current state is very easy to do, it still takes time and some effort as opposed to just street spamming so might as well reward that as well.
Thus overall proposal:
200 pk points = 1 gp
Non-base Pk (outdoor/attackers attacking attackers) = 1 pkp
attack/defense = 4 pkp (50 base kills = 1 gp, it goes by quickly since many members would be contributing)
defense fort time = 2 pkp
Streak = +10 pkp (kinda just threw this number out there)
Discussion Point: Would you consider this balanced? Does 1 base kill = 4 outdoor kills?
Sparring
Rewarding solo spars seems a little difficult since population varies so much. Sometimes wins come quickly when rooms are empty. Other times, wins take a long time to earn with the rooms are filled to the top. These days, a lot of matches end in less than a minute. If I had to guess, 30 seconds on average. It feels right to award based on actual fight time rather than the idle period. It'll at least encourage using more rooms instead of just the main one.
10 spar wins = 1 gp
I'm still very unsure about this point though as there's more things to consider like the fact that someone could just farm on newbies, or just general wide gaps in skill level. There's also the fact that gang members often fight each other, so what, would we do then? I think i need help with this part.
Gang Sparring
For gang sparring, rewarding skillful play is key. I'd like to reward even matchups and outnumbered matchups. Another point is that match length can vary depending on how many players are in that round. Thus, I'd like to have the following formula to reflect these two variables. An additional subpoint will be introduced for those "partial gang points".
((Number of Opponents)*(Number of Opponents/Size of your gang's team)) = GS points
5 GS points = 1 Gang Point
With this, you'll get a full gang point by winning a 5v5 Gang Spar. You could also win more than 1 gp by winning with a smaller team (winning a 2v5 = 7.5 gsp = 1.5 gp). Winning as the larger team will be discouraged as it won't earn as many points (winning a 5v2 = 0.8 gsp = 0.16 gp BUT winning a 2v2 = 2 gsp = 0.4 gp).
To prevent boosting, I'd say introduce a system like the solo spar anti-boost where you're capped at 3 consecutive wins against a gang and must fight another gang in between to reset the cap. Another concern is how fast wins can be obtained if there's not many gangs fighting so I'm not sure if this is a fully balanced, correct answer.
Rewards
I'll get to this part later. I just know that the existing prizes would cost a lot. There probably will be a minimum requirement on lifetime earned to reflect the current system of rewards building upon each other.
I'd want to reward gang loyalty somehow with a very low cost gralat payout to the gang or indivdual. Think of it as a form of payment for contributing. Or maybe just award when an individual earns a gp all by themselves. With this, players would be encouraged to go out and pk more as it'd provide a solid way to earn money.
I'd also want to deter temporary members since that's where a lot of gangs get their strength. Perhaps by a small gp penalty for kicking would be good. It'd discourage temp members by setting gangs back by like 30 minutes worth of points or something. By taking out the temp team, basing gang sizes would be reduced as well unless the core perm team is really that active. A player leaving the gang is different as they, themselves would acknowledge that they were a temp.
Another important note is how many members would a gang have online? A lot of basing gangs these days like to have 10+ but a lot of it is just added weight to keep numbers up while defending. Gang rewards will have to be based on a certain standard gang size.
I'll do number crunching later lol I actually fell asleep while writing this and finished after I woke up. Maybe someone else can make a proposal.
Notes
I think it'd be good to track an individual's contribution to a gang (both weekly and lifetime) so leaders can take note of the harder workers.