Reign of the Undead - Revolution
Just an idea to promote less played classes - Printable Version

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Just an idea to promote less played classes - Soldier . . . - 04-08-2023

Add a bonus system for the less played classes.

A rough design, so feel free to add, change and/or comment about it.

Global

Add a 3 step bonus globally.
Based on time played per class.
  1. below 95%: 5 to 10% extra time or 5 extra points to there abilities.
  2. below 90%: 10 extra points per kill.
  3. below 85%: 5 to 10% extra time or 5 extra points to there abilities.
Code:
ArmoredTimePlayed  x NumberOfClasses x 100% / TotalTimePlayed
MedicTimePlayed    x NumberOfClasses x 100% / TotalTimePlayed
EngineerTimePlayed x NumberOfClasses x 100% / TotalTimePlayed
SoldierTimePlayed  x NumberOfClasses x 100% / TotalTimePlayed
ScoutTimePlayed    x NumberOfClasses x 100% / TotalTimePlayed
HeavyTimePlayed    x NumberOfClasses x 100% / TotalTimePlayed

example:
Code:
Armored:  6453 x 7 x 100% / 21131 = 213%   => no bonus
Medic:    5634 x 7 x 100% / 21131 = 186%   => no bonus
Engineer: 3404 x 7 x 100% / 21131 = 112%   => no bonus
Soldier:  247  x 7 x 100% / 21131 = 8%     => bonus level 3
Scout:    2547 x 7 x 100% / 21131 = 84%    => bonus level 3
Heavy:    2846 x 7 x 100% / 21131 = 94%    => bonus level 1


Player

Add a 5 step bonus per player.
Based on time played per class.
  1. - below 95%:    5% extra time or 5 extra points to there abilities.
  2. - below 90%:    10 extra points per kill.
  3. - below 85%:    5% extra time or 5 extra points to there abilities.
  4. - below 80%*:  10 extra points per kill.
  5. - below 75%**: 5% extra time or 5 extra points to there abilities.
*  : 5 of the 7 classes need to be above 95%
** : all other 6 classes need to be above 95%

Code:
ArmoredPlayerTimePlayed  x NumberOfClasses x 100% / PlayerTimePlayed
MedicPlayerTimePlayed    x NumberOfClasses x 100% / PlayerTimePlayed
EngineerPlayerTimePlayed x NumberOfClasses x 100% / PlayerTimePlayed
SoldierPlayerTimePlayed  x NumberOfClasses x 100% / PlayerTimePlayed
ScoutPlayerTimePlayed    x NumberOfClasses x 100% / PlayerTimePlayed
HeavyPlayerTimePlayed    x NumberOfClasses x 100% / PlayerTimePlayed

first example:
Code:
Armored:  128 x 7 x 100% / 357 = 250%   => no bonus
Medic:    105 x 7 x 100% / 357 = 205%   => no bonus
Engineer: 74  x 7 x 100% / 357 = 145%   => no bonus
Soldier:  1   x 7 x 100% / 357 = 1%     => bonus level 3
Scout:    2   x 7 x 100% / 357 = 3%     => bonus level 3
Heavy:    47  x 7 x 100% / 357 = 92%    => bonus level 1

second example:
Code:
Armored:  128 x 7 x 100% / 364 = 246%   => no bonus
Medic:    105 x 7 x 100% / 364 = 201%   => no bonus
Engineer: 74  x 7 x 100% / 364 = 142%   => no bonus
Soldier:  1   x 7 x 100% / 364 = 1%     => bonus level 4
Scout:    2   x 7 x 100% / 364 = 3%     => bonus level 4
Heavy:    54  x 7 x 100% / 364 = 103%   => no bonus

third example:
Code:
Armored:  128 x 7 x 100% / 364 = 205%   => no bonus
Medic:    105 x 7 x 100% / 364 = 168%   => no bonus
Engineer: 74  x 7 x 100% / 364 = 118%   => no bonus
Soldier:  3   x 7 x 100% / 364 = 4%     => bonus level 5
Scout:    65  x 7 x 100% / 364 = 104%   => no bonus
Heavy:    62  x 7 x 100% / 364 = 99%    => no bonus



RE: Just an idea to promote less played classes - fabio - 04-28-2023

Thanks for the Idea, we will consider these changes for our upcoming update.
We're trying to not make it too complex to understand the new skill system, we might not implement it as described but modify it a little.