Difference between revisions of "Team Score"

From Starsonata Wiki
Jump to: navigation, search
(Updated trading score information)
 
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
The '''team score''' is one measure of how successful a team is.
+
The [[Team Score]] is a measure of how successful a [[Team]] is.
  
The team score is a compilation of a number of other scores.  Each individual score is a comparison to the top team in that category.  For example, the team with the highest team-funds would have a wealth score of 100 points.  If second-place team has a wealth score of 74, their team funds are 74% of the top team's team funds.
+
The team score is a compilation of a number of other scores.  Each individual score is a comparison to the top team in that category.  
  
*'''Wealth''' - Sum total of team funds and personal funds of team members.
+
For example, the team with the highest team-funds would have a Wealth score of 100 points. If the second-place team has a wealth score of 74, their team funds are 74% of the top team's team funds.
*'''Stations''' - Based on number and strength of bases.
 
*'''Member Strength''' - Average Level
 
*'''Age''' - Recently capped at 2 months (only limits the effectiveness of running for emperor on a recently reformed team).
 
*'''Trading''' - Combined all trading scores into one
 
*'''Loyalty''' - Total effective days (capped at 30) of loyalty weighted by level. (leaving a team shouldn't impact this as negatively as before, let me know if it does) This is sort of a merge between age and member strength.
 
*'''Ownership''' - Count of the number of owned galaxies.
 
*'''Glory''' - PvP rank
 
*'''Population''' - Total population of all owned colonies
 
*'''Mining''' - Total value of scooped mined goods
 
*'''Deadliness''' - Total level of AI kills
 
  
Deadliness, Trading and Mining all decay over time so that something your team did months ago doesn't affect your stats today.
+
== Overview ==
  
'''Stations''' score is based exclusively on the tech of bases a team deploys. It is not an average, so the more bases of a higher tech that a team deploys, the higher their score. The current formula is the sum of all the cubes of the tech of the bases deployed by the team. So if the team has a tech 1 base, 2 tech 3 bases and 5 tech 4 bases, that is 1 + 2(9) + 5(16) = 99 points.
+
The different scores that make up the Team Score are:
 +
*'''Stations''' - Total number and strength of [[Bases]].
 +
*'''Trading''' - Total value accumulated through [[AI]] trading.
 +
*'''Loyalty''' - The permanence of team members; how stable the team's roster is.
 +
*'''Ownership''' - Count of the number of owned [[Owned|galaxies]].
 +
*'''Deadliness''' - Total level of AI killed by a team.
 +
*'''Population''' - Total population of all owned [[Colony|colonies]].
 +
*'''Mining''' - Total value of [[Mining|mined]] goods.
 +
*'''Activity''' - A measure of how active a team is.
 +
*'''Experience''' - A measure of levels recently gained by members.
 +
*'''Production''' - Total value of team production.
  
The admin Julian provides another example.
+
== Detailed Score Breakdown ==
  
"This code allows for higher tech bases using the same number of slots to always give more stations score.
+
;Stations
 +
:To determine the raw score, each teamed base's tech is cubed, and then added in to the team's total. Because the tech is cubed, high tech bases always have a higher point to slot ratio than lower tech bases.
 +
;Trading
 +
:The added value of all trades between AI and the team's bases. The value of items sold by AI to a user base is divided by 16. Decays over time.
 +
;Loyalty
 +
:Loyalty points are built up over time from activity points. When a team member leaves a loss of 1/(team size) is applied, with a minimum of 5% lost. Decays over time.
 +
;Ownership
 +
:Count of the number of owned galaxies.
 +
;Deadliness
 +
:Total level of killed AI from team members. Kills from a user base or permanent drone do not count. Decays over time.
 +
;Population
 +
:Total population of all colonies with team bases on them.
 +
;Mining
 +
:Total value of scooped mined goods, based on server prices. Decays over time.
 +
;Activity
 +
:Activity points are gained at a rate of 1/(team accounts) per action. Each type of action is on its own timer on each account, with the longest being 24 hours.
 +
:Actions that give activity points include:
 +
:*Being online
 +
:*Chatting
 +
:*Killing an AI
 +
:*Scooping debris
 +
:*Jumping to a new galaxy.
 +
:Decays over time.
 +
;Experience
 +
:Teams gain a point towards this every time a team member levels up. Decays over time.
 +
;Production
 +
:Total server value of any [[Blueprints|build]] that finishes on a team owned station. For built items, the server adds up the server value of all items from their Blueprints. Decays over time.
  
Station management twenty will give a person four tech twenty and one tech nine base. That will give 32729 points to the stations score. If you choose to go with lower tech stations, five achilles bases will fill the same amount of slots, but will only give you 29160 points."
+
Trading, Deadliness, Mining, Activity, Experience, and Production all decay at a rate of .1% per 5 minutes.
 
 
Notes about loyalty and mining from Hal:
 
 
 
"The value of a commodity is the base number you would get when adding that commodity to an AI base, some commodities are worth much more than others.  
 
 
 
You can increase your loyalty by having more high levels stay on your team for an extended period of time."
 
  
 
{{cleanup}}
 
{{cleanup}}
 
[[Category:Teams]]
 
[[Category:Teams]]

Latest revision as of 00:39, 26 August 2022

The Team Score is a measure of how successful a Team is.

The team score is a compilation of a number of other scores. Each individual score is a comparison to the top team in that category.

For example, the team with the highest team-funds would have a Wealth score of 100 points. If the second-place team has a wealth score of 74, their team funds are 74% of the top team's team funds.

Overview

The different scores that make up the Team Score are:

  • Stations - Total number and strength of Bases.
  • Trading - Total value accumulated through AI trading.
  • Loyalty - The permanence of team members; how stable the team's roster is.
  • Ownership - Count of the number of owned galaxies.
  • Deadliness - Total level of AI killed by a team.
  • Population - Total population of all owned colonies.
  • Mining - Total value of mined goods.
  • Activity - A measure of how active a team is.
  • Experience - A measure of levels recently gained by members.
  • Production - Total value of team production.

Detailed Score Breakdown

Stations
To determine the raw score, each teamed base's tech is cubed, and then added in to the team's total. Because the tech is cubed, high tech bases always have a higher point to slot ratio than lower tech bases.
Trading
The added value of all trades between AI and the team's bases. The value of items sold by AI to a user base is divided by 16. Decays over time.
Loyalty
Loyalty points are built up over time from activity points. When a team member leaves a loss of 1/(team size) is applied, with a minimum of 5% lost. Decays over time.
Ownership
Count of the number of owned galaxies.
Deadliness
Total level of killed AI from team members. Kills from a user base or permanent drone do not count. Decays over time.
Population
Total population of all colonies with team bases on them.
Mining
Total value of scooped mined goods, based on server prices. Decays over time.
Activity
Activity points are gained at a rate of 1/(team accounts) per action. Each type of action is on its own timer on each account, with the longest being 24 hours.
Actions that give activity points include:
  • Being online
  • Chatting
  • Killing an AI
  • Scooping debris
  • Jumping to a new galaxy.
Decays over time.
Experience
Teams gain a point towards this every time a team member levels up. Decays over time.
Production
Total server value of any build that finishes on a team owned station. For built items, the server adds up the server value of all items from their Blueprints. Decays over time.

Trading, Deadliness, Mining, Activity, Experience, and Production all decay at a rate of .1% per 5 minutes.



To meet the quality standards of the Star Sonata Wiki, this article or section may require cleanup. For a list of all articles marked with this tag check out the category.