Main Forum

How Dreadnought's Scoring System Destroyed Strategy

1 reply
Posts:
1,110
Votes:
+322
Level 7
LEVEL 7
Fleet Architect
I'm going to post this on the DN forum but wanted to get some feedback first and see if I missed anything.

How Dreadnought's Scoring System Destroyed Strategy

My biggest issue with this game (aside from DN/healer stacking, which won’t be rehashed here) is that the scoring/reward system does the exact opposite of what the devs state the game should encourage-- "variety of different ships should be required to execute any game-winning strategy.” Talking about rebalancing ships and components while not addressing the scoring system is problematic because people will do what they are rewarded for the most. Would you rather win a well fought game and score 600 pts, or lose and score 2900? Most would take the latter any day. Here’s a list of things I’ve noticed:

Onslaught Issues

1) Command ship bug:
The bug where no one gets points if an NPC delivers the final blow to a command ship needs to be fixed.

2) That final blow
It’s ridiculous that the final blow on the command ship gets 300 points. Why? I’ve already sat there in an Arty, waited until the command ship gets about 5k heal and unload on it with rapid fire mode and get 300 points. While some poor chap just spent 20 seconds doing damage and died for his attempt and got 150 points lol. Not fair. This game treats a final blow like some divine thrust worthy of a special point allotment.

3) Command ship too easy to kill.
A corvette with assault warp and kill a command ship in under 30 seconds. That’s great for the corvette and it sucks for the other 7 players that just lost 150 or 300 points. If you don’t get command ship points, you're losing a huge about of points, typically 450-900 pts per game. Because of the skewed points system, the ship you pick has as much to do with the number of points you’ll get as your skill level does (i.e. are you fast enough to get to the command ships?). That leads to the next point,

4) No defense/guarding points.
Leaving the current state of the command ship is fine, if the game rewards players that stay with their own command ship. Players should be awarded protection points for that job. That way, an 8 man could devise and defensive and offensive team and actually use some strategy. Right now, there’s no reason to stay with your command ship. Actually, the faster command ships die in a match, the more command ships you will get and the more points you’ll get.

TDM Issues

Yes DN/healer balls are an issue, but less people would do that unless it was extremely rewarding for points.

1) TDM rewards Dreadnoughts for being parade blimps.

The job of the DN is to tank and take damage. Yes, we get it, but there are tanks in many games and they still need to move. Rewarding players to sit high above a map and not use the terrain is very poor design and is the opposite of what any strategic game should do. By rewarding, I don’t mean the playing experience (it’s boring), I mean the point totals. Getting a good DN score means tanking huge amounts of damage, which is very easy if you have a pocket healer. It’s also great for the pocket healer because he has someone to constantly heal and thereby inflate his own score. So the scoring system highly rewards DN/healer stacking, which can only be broken by stacking more DNs with Tartarus missiles paired with their own healers.

I’ve seen matches where both teams just float above the terrain and duke it out like a drunken bar fight (why even have a map? Just fight in a blank volume of space). I’ve basically stopped queuing for TDMs because I’m so bored of the same tactics over and over and how there is nearly zero diversity in team composition in TDM. And as long as we have a scoring system that promotes the above gameplay, it will continue to happen. DN/healer rebalance needs to happen as well, but this post is about scoring.

Component Scoring Issues

Surge/Purge drones give players no points, while healing drones give you lots of points. So no one takes the other drones. There’s a perfect example of how the scoring system is affecting player selection. People are not going to take components for masochistic enjoyment, especially not in a game with this grind.
Posted Apr 9, 18 · OP · Last edited Apr 9, 18
Posts:
83
Votes:
+15
Level 1
LEVEL 1
SRW Ensign
Seems like everyone's on holiday.
Anyway, I just saw your post and wanted to let you know that I have similar issues with the scoring.

I have spent some time looking through the scoring system to see what I should do to grind faster.
And because there is a significant grind most people are interested in getting many points as long as they don't have "mastered" all ships they like to fly.

And it is like you described it.

For Onslaught you need a fast ship with a lot of burst damage - because all others, who want to score some points also have that and you need to deliver a certain amount of damage as fast as you can to still get 150 or even 300 points.
It doesn't even matter how often you die while doing so as long as you reach the damage limits or get the last shot. (Both in fact qualifies for 300. I did get 300 points without dealing the last hit).

Defenders do not profit from defending anywhere near as much as those doing (suicidal) attacks on the command ship. An attacker might get rewarded even higher if there was good defense (Berserker).
Healing the command ships can award you some points, but since the command ships don't have any tanking abilities beside raw health they usually don't last long enough for healers to be effective and gain significant amounts of points.

Of course you can turn an Onslaught into a TDM having your whole fleet hovering around your command ship. Putting three healers on it guarded by offensive ships can effectively prevent the enemy from killing it. But while doing so you lose points for killing NPC ships. In the end it's much more rewarding to neglect your command ship and participate in the race for killing as much NPC ships as possible as fast as you can.

Maybe there should be some extra points for killing ships that are firing at your command ship.

In TDM I often resort to a healer if I can see that my team will lose the match. That way you still can get 1000+ points, while your team performance is bad.
I think it is important to reward healing. But the amount of points you get from it is too high in this game. As well as the amount you get for tanking.
Sure, you can say it's the other team's fault firing at the dreadnoughts, but I don't see why the dreadnought should be rewarded for the enemy being stupid.
The good thing is that doing all this damage to a dreadnought is not rewarded as good as it is taking it. Otherwise we would see even more people firing at dreadnoughts that are triple healed...

Though the game has special rewards for killing healers or doing sabotage it still seems to be very difficult to break the typical balls.

And the fact that getting the last shot not only awards "Final Blow" but also the points for a kill isn't a good idea. Though I am not quite sure about that. Since healing is so effective it is important to destroy a ship that is low on health. The "Final Blow" mechanic supports this.
And now with the "Critical Assists" finally activated in game you still get rewarded for having done most of the work on an opponent.

On the drones: as far as I have seen you are awarded with some points for sabotage if your purge drone did affect an enemy someone killed. But those points that are rarely awarded and are in no good balance to the points that are pouring in with the healing drones.

But let's see what Conquest mode brings to the table. Maybe some events and ribbons now make more sense in that mode...
Posted Apr 28, 18
NoticeNotices