Here’s a VAGUE outline of a possible formula that could be used in Ranked to compare players of the same “level” or ranking to one another. It would be a replacement of Halo 3’s EXP in some manner and could be linked to in-game leaderboards perhaps. HOWEVER, it would not replace the actual ranks, because ranks / levels are needed (in the current state of this formula) in order for the scoring system to work.
> Disclaimer - Most numerical values are far from final and just to give a scaling idea. I have no idea on if this system could work well, nothing has been tested and loopholes or abuse have been overlooked.
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> “Ranked Progression Score (RPS)”
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> The purpose of this statistic is to show a player’s standing in comparison to others in Ranked. This would not replace the XP-based, overall Progression ranks. Seeing how playlist progression has not be confirmed to return, this could be an interesting replacement. But it is to show how players perform on an “individual” manner. No actual progression ranks would be associated to this scoring system, but perhaps it could be tied to an in-game leaderboard, to increase the incentive to perform well.
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> For the sake of making the calculating easier, we will use a 1-50 Ranking System base. Of course, this could EASILY be adapted or scaled to even Arena ranks for instance.
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> For now, this system uses a numerical value that will be called just “points (pts)”. These points are CUMMULATIVE, and shown be should on your Service Record or nameplate in some manner. Specifics still need to be worked out regarding this.
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> The base factor is the other team’s average<mark></mark> level in the given playlist in which the game has happened.
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> note: see “Special Considerations”
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> Values
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> Average level of opponent team: "Lv"
> NOTE: Averages under 10 will be calculated as “10” regardless, to motivate new players / lower levels.
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> Win / Loss mod: "x"
> Win: 1
> Loss: 0.5
> MVP Loss: 1
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> Stats
> Kills “k”: 1
> Assists: “a”: 1
> Deaths: “d”: -1
> Suicides: “s”: -1
> Betrayals: “b”: -2
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> Examples
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> 1) Player 1 is MVP after facing an opposing team with a level average of 50. Player 1 had 16 kills, 7 assists, 12 deaths, no suicides or betrayals.
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> (Lvx)+((k+a)-(d+s+b))
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> (501)+((16+7)-(12)) = 62
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> Player 1 earns 62 points for his game.
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> 2) Player 2 loses a game after facing an opposing team with a level average of 8.
> Player 2 had 6 kills, 1 assist, 17 deaths, no suicides or betrayals.
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> (Lvx)+((k+a)-(d+s+b))
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> (100.5)+((6+1)-(17)) = -5
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> Players 2 earns no points for this game.
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> 3) Player 3 wins a game after facing an opposing team with a level average of 21.
> Player 3 had 28 kills, 7 assists, 4 deaths, no suicides or betrayals.
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> (Lvx)+((k+a)-(d+s+b))
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> (211)+((28+7)-(4)) = 52
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> Player 3 earns 52 points for this game.
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> Bonuses
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> Winning streaks(?)
> Possible percentage of extra pts income after a certain amount of wins in a row?
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> Special Considerations
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> If a player ends with an opponent outside of their Matchmaking skill range, their skill level should either be defaulted to the lowest possible for a match-up, OR calculated within that team’s average level.
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> This progression system is POSITIVE ONLY, meaning that based on sole the result of a <mark>FINISHED</mark> game, it cannot drop.
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> However;
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> - Going down a level will decrease a player’s score 5 up to 5 times the level’s worth in points, based on an appropriate scaling.
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> 45-50: 1x
> 40-44: 2x
> 35-39: 3x
> 30-34: 4x
> 20-29: 5x
> 1-19: null
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> - A DNF will cause a 50 pts PENALTY (decrease) and will void next game’s pts.
So like I’ve said, this system could more or less give players something else to go for in Ranked, outside of the ranks themselves. It would make “fake” accounts stand out, motivate progression-oriented players, and motivate high / max ranks to keep playing.
Also, this system is nowhere near complete. To be honest, I don’t think that it could work in the exact current state it is in. Therefore tweaks, constructive criticism and suggestions are needed and MORE than welcome.