I quite like the current scoring system right now, however I feel it's missing things. Just like before, it's still a system that favours those that play more. On top of this it also rewards physical builds as their fights are quicker than others so allows them to win more battles at a quicker rate. So I've created a little something to focus on the two flaws that I think would help balance the scoring of the game to make it fair for more.
THIS IS NOT A COMPLETE FORMULA!!This only covers the general idea of what I'd like to see. I'll be working on a complete formula, but I'd ideally like to know what you guys would think about it and if it would really be worth it (although I'll end up doing it anyway).
The formula above is what I propose. Detailed explanation with examples of it working are shown below:
There are 3 stages in this formula.
To begin with you've got the K*S-(1/10^((-d/f)+1)). This is the basis behind the ELO scoring system. I've written quite a bit of detail in to this one on the spreadsheet, as this would be tweaked the most in order to balance out points received after each win or loss.
Next you have the 250/100+x. This part of the formula reduces the amount of points earned slightly after each battle you fight. For those with 800 wins, it will start to reduce the score gained quite a bit. Gives those with the better build more of a chance of reaching the top spot, even if they aren't the most active players. The last part to the equation is 0.16*N. This part determines how much score you gain depending on how long the match is. At 6 turns (3 for you, 3 for your opponent) you will end up with a multiple of 1 to your score. However if you have someone quit on you in the first turn it will reduce your score gain. On top of this, if you find yourself in a long battle as this suits your mechs play style more, you won't be penalized like you currently are. This I think is the most important part that needs to be changed, which is the main reason I attempted to create the formula. Balancing this with the loss of points after each battle (previous step) would be absolutely necessary, as it could turn out that extended games actually prove to be a better way to gain ELO score. A balance would need to be made so the it doesn't give this advantage.
Of course this can easily be tweaked/changed to suite the game more as I can't say I'm an expert at this. However with some testing I've found this example to be successful.
If you understand this, any feedback would be appreciated!
If you've got questions go ahead and ask away.
UpdatedLess of an impact for ELO loss for the lower levels. Can be stretched across more if necessary.
Update twoIf necessary add winstreak reward.
2 win streak (x1.2)
3-4 win streak (x1.4)
5-9 win streak (x1.6)
10-19 win streak (x1.8)
20+ win streak (x2)
Update threeTook a look into the earned per battle and battle duration and how they work as a multiplier together. They start off fairly even, however after a while it starts to benefit the mech that fights the quickest. Will look in to it and rewrite this part of the formula (tomorrow, once I've had some sleep...Knew creating an elo system in 10 minutes wasn't the best idea) xD
Will also look in to the effects of a win streak multiplier for mechs that fight for a longer or shorter duration. Will perfect this formula!!