Sat Nov 19, 2011 8:43 am by karamazovapy
The issue I added to the google code list came up because the implementation of
"ChumpChange killed Playa, Playa, Playa, Playa, Playa"
looked pretty bad in context. They wanted to revert to the current single-name system, but I thought it would still be neat to recognize bad assery. But you might need a quick update before I explain anymore.
The current team selection system rates players in a way that may not reflect ability very well. As a trial, we're going to start using Kill/Death ratio (without suicides) as the new team sorting metric. Getting one of the new kill achievements will (hypothetically, since it hasn't been coded), add a tiny boost to your K/D ratio and increase your ranking. As another option to consider, I suggested including performance-based bonuses that pay you back for being awesome. I believe I suggested automatically having your health restored for a lesser accomplishment, having your energy burn 25% slower for a bigger one (until you're killed), or something like having one particular module have a lower energy cost than usual (until you're killed) for a special case accomplishment.
I think the accomplishment titles are good, and even the K/D boost. Doing something useful or impressive is an indicator of skill and should make you more favorable for team selection. I'm not sure whether the additional boons or buffs or whatever you want to call them are a good idea. If we go that route though, I'm not sure we should choose benefits that directly impact other players, like stronger or faster weapons. Even an energy increase is a little sketchy, unless you're just talking about a single restoration or general regeneration time. At most, we should test with things that will have a small impact on gameplay and see how often accomplishments come up in the first place.