This is long, so beware! lol
This guide is simply an idea of mine, and one that I have thought of for a long time, and finally decided to put down in some more concrete form. It makes matchmaking more respresentative of a persons true skill, and as such, should make matchmaking MUCH more fun for Halo 3. Instead of being based purely on your teams overall score, this system is designed to be basically half and half. Half your points come from your team score. The other half from how well you personally performed. This is a code set up for rank purposes only, and wouldn't count as in game scores! The code would be as follows (for starters, adjustments could be made!)
The bolded portion is the new part of the formula I added. It is described below.
P= Positive. How many positive points you gathered throughout the game
N= Negative. How many negative points you got throughout the game
t= Team. Therefore Pt equals how positive your team as a whole was, and Nt means how negative your team as a whole was.
M= Medals. Medals are worth points and are added in ON TOP of all kills, captures, etc.
L= Level of all your competitors added together.
Y= Your level
Slayer
P= Kills + Assists
N= Deaths + Betrayals + Suicides
CTF/Assualt
P= Captures + Returns + Kills + Assists
N= Deaths + Betrayals + Suicides
Oddball/King
P= Time + Ball/King Kills + Kills + Assists
N= Deaths + Betrayals + Suicides
Territories
P= Time + Territory Captures + Kills + Assists
N= Deaths + Betrayals + Suicides + Territory Lost
Normal Rules
1. Any normal kill = 2 points
2. An assist = .5 points
3. Death = -1 point
4. Suicide = -5 points
5. Betrayal = -15 points
6. Territory Capture/Lost = + or - 2 points respectively
7. Flag Capture = 10 points
8. Flag Return = 1 points
9. Bomb Carrier Kill = 2 points
10. King Kill = 2 points
11. Bomb Planted = 10 points
12. Time for Territory/Hill/Ball is (seconds * .25) points
Medals
1. Beatdown = .5 points
2. Boarding = .5 points
3. Splatter = .5 points
4. Assassination = .5 points
5. Snipe = 1 point
6. Headshot* = 1 point
7. Stuck = 2 points
8. Double Kill = 2 points
9. Triple Kill = 4 points
10. Killtacular = 10 points
11. Kill Frenzy = 20 points
12. Killtrocity = 50 points
13. Killamanjaro = 100 points
14. Killing Spree = 1 point
15. Running Riot = 6 points
16. Rampage = 20 points
17. Berserker = 50 points
18. Unfreaking Believable = 100 points
19. MVP = 10 points
20. Vehicle Stick = 3 points
21. Multi-Stick = 10 points
22. Worst Player = -10 points
23. Quitter = -50 points
24. Booted = -15 points (3 or more betrayals)
25. Driver = 2 points
Some of those aren't actually awards yet, but many of them should be. Below is an explanation:
Headshot: I hope you don't need me to explain this. Getting a kill via a headshot is worth more points.
MVP: Best Player in the game is rewarded with extra points
Vehicle Stick: If you stick a vehicle and kill someone, then you get extra points. Doesn't apply if you don't get the kill (ie, you stick a tank that had no previous damage)
Multi-Stick: This is a double kill, but both kills were sticks. You would get the stick awards, AND the multi-stick award.
Worst Player: Bottom line is if you are bad, you should lose points. Thats what this award does.
Quitter: If you quit, you ruined your teams chances, and you lose 50 points.
Booted: This is for betrayals. Betrayals are alreadey worth -15 points a piece, add this in and you are at at least -60. In the end, this means DON'T KILL YOUR TEAMATES!
Driver: This is one I just thought of today... If you are a team and all working together to plant the flag, then you will generally have the flag carrier plant the flag and everyone else get kills to clear the area out. Well, if you drove the flag carrier (therefore you couldn't get kills, except maybe a splatter) then you did your part, but without this achievement, you would get no credit. This makes it so every part of the team gets credit. Applies to Assualt also.
Also, many of you may be wondering why I've added negative awards. Well, its like the Darwin Awards, and they are funny. With awards for bad things, you can track them. You can see that so and so has 34 Worst Player Awards, or you can see that this person who quit on you has quit 21 times in the last month, and not worry about giving them negative feedback.
Now, for an example game, here is what this would look like when put to the test:
Red Team beats Blue Team 50 to 47 in Team Slayer.
For the sake of easiness, there are only two medals, Player 1 gets MVP, player 2 gets Worst Player.
Red Team:
Player 1: 17 kills, 4 deaths, 2 assists
Player 2: 3 kills, 18 deaths, 1 assist
Player 3: 15 kills, 12 deaths, 4 assists
Player 4: 15 kills, 13 deaths, 8 assists
Now in Halo 2, Player 2 would GAIN experience. Does that make sense? The one person made the other 3 have a very close game, when it shouldn't have been close at all. My ranking system fixes this.
For the single player portion of this game, and using our (P-N) + [(Pt - Nt) / 4] + M formula, player 1 gets the following score:
(17 * 2) + ( 2 * .5) + (4 * -1) = 34 + 1 - 4 = 31 points. The player did well, and got a lot of points.
For Player 2, since they did badly, here is how they score:
(3 * 2) + (1 * .5) + (18 * -1) = 6 + .5 - 18 = -11.5
Of course, that is only the single player score. When you do the teams overall score, the team gets:
[(50 * 2) + (15 * .5) + (47 * -1) / 4] = (100 + 7.5 + -47) / 4 = 15.125 points
So player 1 gets: 46.125 points and Player 2 gets: 3.625 points
Finally, we then add the points for the achievements (+ and - 10 points)
Player 1 ends the game at + 56.125 points. That player got a lot of kills, and very little deaths, and did a lot to cause his team to win. Therefore a lot of points are awarded.
Player 2 ends the game at -6.375 points. The player nearly caused his team to lose, and therefore has lost points. Now of course, in case that it was just a bad game, a warm up game, or whatever, few points are lost. But, if the player continues to do badly, then they will drop more and more until they are no longer matched up with player of that skill.
Unlike with Halo 2, where if you win you go up in points, there is the possibility you could go down. If you do horrible in a game, you go down. This isn't a popularity contest, it is skill and if you don't have it, you don't have it.
The good thing about this, is that if you are player 1, and then get matched up with three horrible players like player 2, then you can still. do moderately well.
So if your team lost, and players 2, 3, and 4 died 15, 15, and 16 times respectively, but you got (again) only 4 deaths, and your teamates all got 3 kills, and you got 17 kills, then here is what the score would be:
In Halo 2, in this situation, you would LOSE experience. Does that make sense? You did well, you killed a lot, you died very rarely, and overall were just very amazing in the game. Should you lose points? No. With my ranking system, you don't.
31 + .5 + 10 = 41 points for Player 1. The difference is 15 points from winning or losing, but because it wasn't player 1's fault that his team lost, he still gains points for doing well. Its as simple as that.
Player 2 and 3 get: -8.5 for doing badly.
Player 4 did the worst in the game and got the Worst Player award, and so has: -19.5
Again, if you do bad, you lose rank.
The new rank formula takes the levels of all your competitors, adds them together, divides by 4 (that way you get an average), and then takes the difference of your level minus that of your competitions average level.
I do an average here, cause if you are 25 and your highest teamate is 30, and the other team has the exact same set up, you shouldn't gain too much extra points, cause while the other team had higher levels, so did your team.
So, then you take the number you get from the subtraction, and multiply by -5.
Pretty simple overall, but simplicity is a good thing.
So, what do you guys think? Anything you would change? This is my first draft, but I think its pretty well reasoned out.
Unr3stricted's Ultimate Halo 3 Rank Guide
This guide is simply an idea of mine, and one that I have thought of for a long time, and finally decided to put down in some more concrete form. It makes matchmaking more respresentative of a persons true skill, and as such, should make matchmaking MUCH more fun for Halo 3. Instead of being based purely on your teams overall score, this system is designed to be basically half and half. Half your points come from your team score. The other half from how well you personally performed. This is a code set up for rank purposes only, and wouldn't count as in game scores! The code would be as follows (for starters, adjustments could be made!)
(P-N) + [(Pt - Nt) / 4] + M + [(Y-L) / 4] * (-5)
The bolded portion is the new part of the formula I added. It is described below.
P= Positive. How many positive points you gathered throughout the game
N= Negative. How many negative points you got throughout the game
t= Team. Therefore Pt equals how positive your team as a whole was, and Nt means how negative your team as a whole was.
M= Medals. Medals are worth points and are added in ON TOP of all kills, captures, etc.
L= Level of all your competitors added together.
Y= Your level
Slayer
P= Kills + Assists
N= Deaths + Betrayals + Suicides
CTF/Assualt
P= Captures + Returns + Kills + Assists
N= Deaths + Betrayals + Suicides
Oddball/King
P= Time + Ball/King Kills + Kills + Assists
N= Deaths + Betrayals + Suicides
Territories
P= Time + Territory Captures + Kills + Assists
N= Deaths + Betrayals + Suicides + Territory Lost
Normal Rules
1. Any normal kill = 2 points
2. An assist = .5 points
3. Death = -1 point
4. Suicide = -5 points
5. Betrayal = -15 points
6. Territory Capture/Lost = + or - 2 points respectively
7. Flag Capture = 10 points
8. Flag Return = 1 points
9. Bomb Carrier Kill = 2 points
10. King Kill = 2 points
11. Bomb Planted = 10 points
12. Time for Territory/Hill/Ball is (seconds * .25) points
Medals
1. Beatdown = .5 points
2. Boarding = .5 points
3. Splatter = .5 points
4. Assassination = .5 points
5. Snipe = 1 point
6. Headshot* = 1 point
7. Stuck = 2 points
8. Double Kill = 2 points
9. Triple Kill = 4 points
10. Killtacular = 10 points
11. Kill Frenzy = 20 points
12. Killtrocity = 50 points
13. Killamanjaro = 100 points
14. Killing Spree = 1 point
15. Running Riot = 6 points
16. Rampage = 20 points
17. Berserker = 50 points
18. Unfreaking Believable = 100 points
19. MVP = 10 points
20. Vehicle Stick = 3 points
21. Multi-Stick = 10 points
22. Worst Player = -10 points
23. Quitter = -50 points
24. Booted = -15 points (3 or more betrayals)
25. Driver = 2 points
Some of those aren't actually awards yet, but many of them should be. Below is an explanation:
Headshot: I hope you don't need me to explain this. Getting a kill via a headshot is worth more points.
MVP: Best Player in the game is rewarded with extra points
Vehicle Stick: If you stick a vehicle and kill someone, then you get extra points. Doesn't apply if you don't get the kill (ie, you stick a tank that had no previous damage)
Multi-Stick: This is a double kill, but both kills were sticks. You would get the stick awards, AND the multi-stick award.
Worst Player: Bottom line is if you are bad, you should lose points. Thats what this award does.
Quitter: If you quit, you ruined your teams chances, and you lose 50 points.
Booted: This is for betrayals. Betrayals are alreadey worth -15 points a piece, add this in and you are at at least -60. In the end, this means DON'T KILL YOUR TEAMATES!
Driver: This is one I just thought of today... If you are a team and all working together to plant the flag, then you will generally have the flag carrier plant the flag and everyone else get kills to clear the area out. Well, if you drove the flag carrier (therefore you couldn't get kills, except maybe a splatter) then you did your part, but without this achievement, you would get no credit. This makes it so every part of the team gets credit. Applies to Assualt also.
Also, many of you may be wondering why I've added negative awards. Well, its like the Darwin Awards, and they are funny. With awards for bad things, you can track them. You can see that so and so has 34 Worst Player Awards, or you can see that this person who quit on you has quit 21 times in the last month, and not worry about giving them negative feedback.
Now, for an example game, here is what this would look like when put to the test:
Red Team beats Blue Team 50 to 47 in Team Slayer.
For the sake of easiness, there are only two medals, Player 1 gets MVP, player 2 gets Worst Player.
Red Team:
Player 1: 17 kills, 4 deaths, 2 assists
Player 2: 3 kills, 18 deaths, 1 assist
Player 3: 15 kills, 12 deaths, 4 assists
Player 4: 15 kills, 13 deaths, 8 assists
Now in Halo 2, Player 2 would GAIN experience. Does that make sense? The one person made the other 3 have a very close game, when it shouldn't have been close at all. My ranking system fixes this.
For the single player portion of this game, and using our (P-N) + [(Pt - Nt) / 4] + M formula, player 1 gets the following score:
(17 * 2) + ( 2 * .5) + (4 * -1) = 34 + 1 - 4 = 31 points. The player did well, and got a lot of points.
For Player 2, since they did badly, here is how they score:
(3 * 2) + (1 * .5) + (18 * -1) = 6 + .5 - 18 = -11.5
Of course, that is only the single player score. When you do the teams overall score, the team gets:
[(50 * 2) + (15 * .5) + (47 * -1) / 4] = (100 + 7.5 + -47) / 4 = 15.125 points
So player 1 gets: 46.125 points and Player 2 gets: 3.625 points
Finally, we then add the points for the achievements (+ and - 10 points)
Player 1 ends the game at + 56.125 points. That player got a lot of kills, and very little deaths, and did a lot to cause his team to win. Therefore a lot of points are awarded.
Player 2 ends the game at -6.375 points. The player nearly caused his team to lose, and therefore has lost points. Now of course, in case that it was just a bad game, a warm up game, or whatever, few points are lost. But, if the player continues to do badly, then they will drop more and more until they are no longer matched up with player of that skill.
Unlike with Halo 2, where if you win you go up in points, there is the possibility you could go down. If you do horrible in a game, you go down. This isn't a popularity contest, it is skill and if you don't have it, you don't have it.
The good thing about this, is that if you are player 1, and then get matched up with three horrible players like player 2, then you can still. do moderately well.
So if your team lost, and players 2, 3, and 4 died 15, 15, and 16 times respectively, but you got (again) only 4 deaths, and your teamates all got 3 kills, and you got 17 kills, then here is what the score would be:
In Halo 2, in this situation, you would LOSE experience. Does that make sense? You did well, you killed a lot, you died very rarely, and overall were just very amazing in the game. Should you lose points? No. With my ranking system, you don't.
31 + .5 + 10 = 41 points for Player 1. The difference is 15 points from winning or losing, but because it wasn't player 1's fault that his team lost, he still gains points for doing well. Its as simple as that.
Player 2 and 3 get: -8.5 for doing badly.
Player 4 did the worst in the game and got the Worst Player award, and so has: -19.5
Again, if you do bad, you lose rank.
The new rank formula takes the levels of all your competitors, adds them together, divides by 4 (that way you get an average), and then takes the difference of your level minus that of your competitions average level.
I do an average here, cause if you are 25 and your highest teamate is 30, and the other team has the exact same set up, you shouldn't gain too much extra points, cause while the other team had higher levels, so did your team.
So, then you take the number you get from the subtraction, and multiply by -5.
Pretty simple overall, but simplicity is a good thing.