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Author Topic: Final Prestige Calculation?  (Read 1147 times)
NiteHawk
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« on: September 26, 2010, 06:19:07 AM »

I wanted to release this weekend but I realized I wanted to finish this first before I release... So I need a good formula to start off, can be tweaked as it goes.

Here is how it works and how stats are gained:

numKills -- As you kills ships this goes up. (I believe unbound colonies too.) +1 per kill
numKilled -- As you die, this goes up. +1 per death.
totalShipDamage -- 100 hull damage = 1 point (HULLDAMAGE/100).. For example, if it was just you killing a corvette from 100% hull to 0%, you gain 12 total damage points! (If no hull is present, use power damage points)
totalPlanetDamage -- Amount of people killed in hundred thousands. 100,000 = 1 point.
totalBuildPoints -- Not used yet
totalRepairPoints  -- Not used yet
totalFriendlyFire -- 100 hull damage against friendly targets = 1 point
totalResourcesLost -- Amount of resources lost on death. 100 hull damage lost = 1 point
numSelfD -- Self Destructs. +1
numAsKills -- Assisted Kills. This happens when you don't get the kill but have done damage to the ship that has been destroyed.
numShipCap -- Ship captures. +1 per ship cap
numPlanetCap -- Planet captures. +1 per planet cap
totalTimeOnline -- Total time online, probably shouldn't be used, or if it is, very very low prestige gain.
totalBonus -- This is for like events or when you win a scenario/game.

I don't think assist kills or regular kills will affect your score, as will deaths, as the stats similar to them will define it. These are mainly for looks/competition/etc. The above stats will not changed, only the resulting prestige calculation So something around this:

totalshipDamage + totalPlanetDamage + numShipCaps + numPlanetCaps + totalBuildpoints + totalRepairPoints + totalBonus - totalFriendlyFire - totalResources lost (+totalTimeonline?)

Though the above works on its own, I don't want it go to super fast, which it would if we calculated it just like this. So it would have to be something like this, for example:

(totalshipDamage*0.50) + (totalPlanetDamage*0.25) + numShipCaps(0.50)..etc

The values that make the total prestige can be calculated or changed in the future if we feel something is going to quick or too slow. Mainly this will be in question for the first couple weeks of gameplay. But I was wondering an idea for a formula here. If no one has a statement, I'll make one of my own, but I can't expect it to be a good one. Tongue
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« Reply #1 on: September 26, 2010, 03:05:30 PM »

You EARN prestige killing friendlies/damaging their hull?

i think somebody forgot a negative sign. Tongue
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« Reply #2 on: September 26, 2010, 06:22:28 PM »

Well lets just try something for now, as we get closer I can write a model up and then use gameplay / test data to model the growth over time, won't take long... just need some data haha.
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« Reply #3 on: September 27, 2010, 01:23:55 PM »

Yeah I suppose I will get something going then soon and give a release for testing.
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« Reply #4 on: September 28, 2010, 12:34:23 PM »

I haven't been able to do this yet, I've had some crazy backpains because I took a spill. Didn't get hurt but now I'm paying for it. Can hardly move my back, uuugh.

But I'll try to get it in this week to be tested over the weekend, sorry everyone.

Next thing I 'want' to do is start the nexus though, :>
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« Reply #5 on: September 30, 2010, 08:03:09 AM »

Just started this today, aiming on something on the lines of this:

totalPrestige = max(0, (totalShipDamage * 0.30) + (totalPlanetDamage * 0.10) + (numShipCap * 80) + (numPlanetCap * 50) + (secondsOnline * 0.01) - (totalFriendlyFire * 0.15) - (totalResourcesLost * 0.05) + totalBonus);

What is awesome is it can be adjusted to give better/worse prestige total. The test formula is done but I need to finalize the messages and remove alot of areas that static set the total Prestige (aka Total Score in 1.4) because that's still in effect. totalPrestige probably can be calculated every 10-30 seconds anyways, I'll have to check out whats the best formula, as right now its every frame and it probably takes up alot of time for it (specially since atm its resetting rank every frame and calculating that). Need to also make sure everythings 'in sync' anyways Wink
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« Reply #6 on: September 30, 2010, 01:00:39 PM »


Next thing I 'want' to do is start the nexus though, :>

Let me know, I'll help out Cheesy (besides the DB structure of course)
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« Reply #7 on: October 02, 2010, 10:48:18 AM »

Getting close to done. Brent suggested a great idea for the messages being sent, so it's a 'all in one' type score modifier message, rather then having multiple messages (packets) which is messy. So far it's looking great though. Modifying it all, completely removing the old system, making sure it works/etc. It should stay in sync now since it will check every 20-30 seconds and update prestige calculation.

Brent also stated a few things should stay in sync, like cloaking/decloaking/etc, which will probably be updated. the goal is to have a re-sync free game on normal standards anyways, and little things that can mess up syncing need to be kept in sync rather then trying to run it only client side all the time Wink

Last week I was pretty out becuase I was in a considerable amount of pain, but I'm doing pretty well again, almost all done/gone Wink
« Last Edit: October 02, 2010, 05:30:13 PM by NiteHawk » Report to moderator   Logged

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« Reply #8 on: October 03, 2010, 12:15:52 AM »

So how does it look compared to my concept model?

Are we still going to be stuck ladder climbing based more on time in game doing stuff?  Or will actual skills be the dominant factor?

I just want to squash the 'Oldest Vets Are GOD' bull once and for all.
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« Reply #9 on: October 03, 2010, 06:56:15 AM »

At the moment there just stats and a total prestige calculation, there is nothing fancy just yet, will be soon, but this is mainly the first step, and the most painful, since once we have something we can start with, should get easier. At the moment theres alot of ripping apart old coding and adding in new coding.
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« Reply #10 on: October 06, 2010, 02:23:22 PM »

Pretty much done but doing tests and fixing up a few things now, basic first stage of the stat system is working well, and will most likely release soon. Wink
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« Reply #11 on: October 06, 2010, 02:41:18 PM »

Pretty much done but doing tests and fixing up a few things now, basic first stage of the stat system is working well, and will most likely release soon. Wink

Woot woot
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NiteHawk
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« Reply #12 on: October 07, 2010, 05:35:50 PM »

Woot woot indeedy.

Some things will have to be tested, like winning bonus. ATM I did not really change this much yet. The calculation will also need a good beat testing. There are some minor things left which I'm going to finish over the weekend and release. Need to test multiplayer functionality too. The idea is to have the server only update the score if you are on the nexus server. I need it not to echo double score/stats like it's doing at the moment for a few things.

Everything works great now in single player for stats though... I realized alot of things currently don't work (like assist kills/etc) in the current release, which have been fixed, tested pretty extensively right now.

I believe Prestige calculation will be between 15-30 seconds or on death/logout. The death/logout still need to be coded, but eh, shouldn't be too bad to add.

Otherwise we should be ready this week for a release. Been a huge work to do this, and it won't seem like much since its just 'stats'  that are changing, but it should give a huge amount of fun competition once we get it all going properly. I am going to do the credits fix, then possibly going to talk over with Brent and Mobious about the Nexus since I really want to get that rocking/going.
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