Felix the Cat wrote:Scratch wrote:It's a truthful way of comparing player skill
ps. i dont think the dev's would agree that its that complex, either.
What would a skill-based ranking system add to the general player experience?
It sounds like your trying to argue about player psychology. People would look at the stats they have and say
'well, we have saktoth there, whos unit damage per flash tank is thru the roof(lol). but look at my stats, my economy is consistently better than most other people's. That makes my e peen grow. '
Also there really are no other factors to take into account, if you keep going with the hour system it won't add much. Win/loss ratio is basically the ladder system, so if you want win/loss go with ladder.
If you want an intelligent system, find factors that are elements of a win or loss, such as economic output, expansion, and unit damage. People would be able to tell where there weak points are and where there strong points are just from these stats.
And I continue to say that it shouldn't be hard to code if done properly.
ps. There is a stats screen at the end of every match, is it possible to use that data?
Also, unit damage and unit resource is handled the same way by the engine for any mod. The devs should be able to output at the end of the match a table containing all this information from the engine's core, but it would include the mod names for each unit in the table so the lobby would be able to categorize it properly.