1 |
Example situation:
|
1 |
Example situation:
|
2 |
* [color=green]Player1[/color]: contributes [color=green]40%[/color] [color=gray]of average in team1[/color]
|
2 |
* [color=green]Player1[/color]: contributes [color=green]40%[/color] [color=gray]of average in team1[/color]
|
3 |
* [color=orange]Player2[/color]: contributes [color=orange]160%[/color] [color=gray]of avg in team1[/color]
|
3 |
* [color=orange]Player2[/color]: contributes [color=orange]160%[/color] [color=gray]of avg in team1[/color]
|
4 |
* The whole rest: contributes 100% [color=gray]of avg in team1[/color]
|
4 |
* The whole rest: contributes 100% [color=gray]of avg in team1[/color]
|
5 |
\n
|
5 |
\n
|
6 |
Past fails of 2 contrasting OD-code-trials:
|
6 |
Past fails of 2 contrasting OD-code-trials:
|
7 |
* [color=green]p1[/color] is at disadvantage when:
|
7 |
* [color=green]p1[/color] is at disadvantage when:
|
8 |
* * [color=orange]p2[/color] sits in the back of [color=green]p1[/color] and [color=green]p1[/color] can't make much E because of 2v1
|
8 |
* * [color=orange]p2[/color] sits in the back of [color=green]p1[/color] and [color=green]p1[/color] can't make much E because of 2v1
|
9 |
* * [color=green]p1[/color] powers some more shields (which are linked to the team shield grid) and thereby contributes in another way.
|
9 |
* * [color=green]p1[/color] powers some more shields (which are linked to the team shield grid) and thereby contributes in another way.
|
10 |
* But [color=orange]p2[/color] complains when:
|
10 |
* But [color=orange]p2[/color] complains when:
|
11 |
* * The team supports a [color=green]p1[/color] being behind a [color=orange]p2[/color]-top-ten player who additionally fight 2v1...
|
11 |
* * The team supports a [color=green]p1[/color] being behind a [color=orange]p2[/color]-top-ten player who additionally fight 2v1...
|
12 |
\n
|
12 |
\n
|
13 |
\n
|
13 |
\n
|
14 |
Who deserves the overdrive-metal?
|
14 |
Who deserves the overdrive-metal?
|
15 |
* Only players without huge excess deserve metal - or not?
|
15 |
* Only players without huge excess deserve metal - or not?
|
16 |
* So for the 2v1 player, each of his enemies spend about the same as he spend [color=gray](assuming both teams have an equal eco)[/color]
|
16 |
* So for the 2v1 player, each of his enemies spend about the same as he spend [color=gray](assuming both teams have an equal eco)[/color]
|
17 |
\n
|
17 |
\n
|
18 |
In this situation, the player is a gain for the team [color=orange](and this should be rewarded)[/color] if:
|
18 |
In this situation, the player is a gain for the team [color=orange](and this should be rewarded)[/color] if:
|
19 |
*
Method
A:
od-energy
[size=2]/[/size]
team.
od-energy.
avg-per-player
[size=2]>[/size]
1
|
19 |
*
Method
A:
od-energy
[size=2]/[/size]
team.
od-energy.
avg-per-player
[size=2]>[/size]
1.
0
|
20 |
*
Method
B:
mexes
[size=2]/[/size]
team.
mexes.
avg-per-player
[size=2]>[/size]
1
|
20 |
*
Method
B:
mexes
[size=2]/[/size]
team.
mexes.
avg-per-player
[size=2]>[/size]
1.
0
|
21 |
*
Method
C:
[metal]
killed
[size=2]/[/size]
[metal]
lost
[size=2]>[/size]
1
|
21 |
*
Method
C:
[metal]
killed
[size=2]/[/size]
[metal]
lost
[size=2]>[/size]
1.
0
|
22 |
*
Method
D:
reclaim
and
rez
[size=2]/[/size]
wreckages
lost
[size=2]>[/size]
1
|
22 |
*
Method
D:
reclaim
and
rez
[size=2]/[/size]
wreckages
lost
[size=2]>[/size]
1.
0
|
23 |
...
|
23 |
...
|
24 |
\n
|
24 |
\n
|
25 |
And each factor should affect his personal overdrive-metal gain!
|
25 |
And each factor should affect his personal overdrive-metal gain!
|
|
|
26 |
* Some factors can be smoothed or roughened.
|