Difference between revisions of "Team Score"

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The '''team score''' is one measure of how successful a team is.
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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.
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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.  
  
=Overview=
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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.
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== Overview ==
*'''Trading''' - Total value of all of a team's trades with AI.
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*'''Loyalty''' - A measure of how stable a team's roster is.
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The different scores that make up the Team Score are:
*'''Ownership''' - Count of the number of owned galaxies.
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*'''Stations''' - Total number and strength of [[Bases]].
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*'''Trading''' - Total value accumulated through [[AI]] trading.
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*'''Loyalty''' - The permanence of team members; how stable the team's roster is.
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*'''Ownership''' - Count of the number of owned [[Owned|galaxies]].
 
*'''Deadliness''' - Total level of AI killed by a team.
 
*'''Deadliness''' - Total level of AI killed by a team.
*'''Population''' - Total population of all owned colonies
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*'''Population''' - Total population of all owned [[Colony|colonies]].
*'''Mining''' - Total value of mined goods.
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*'''Mining''' - Total value of [[Mining|mined]] goods.
 
*'''Activity''' - A measure of how active a team is.
 
*'''Activity''' - A measure of how active a team is.
 
*'''Experience''' - A measure of levels recently gained by members.
 
*'''Experience''' - A measure of levels recently gained by members.
 
*'''Production''' - Total value of team production.
 
*'''Production''' - Total value of team production.
  
=Detailed Score Breakdowns=
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== 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==
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*Stations
The added value of all trades between AI and the team's bases. The value of item's bought from AI is divided by 8. Decays over time.
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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.
==Loyalty==
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*Trading
Loyalty points are built up over time from activity points. When a team member leaves you lose 1/(team size) of your loyalty points, with a minimum of 5% lost. Decays over time.
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The added value of all trades between AI and the team's bases. The value of items bought from AI is divided by 8. Decays over time.
==Ownership==
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*Loyalty
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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.
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*Ownership
 
Count of the number of owned galaxies.
 
Count of the number of owned galaxies.
==Deadliness==
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*Deadliness
Total level of killed AI from team members. Kills from a userbase or permanent drone do not count. Decays over time.
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Total level of killed AI from team members. Kills from a user base or permanent drone do not count. Decays over time.
==Population==
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*Population
 
Total population of all colonies with team bases on them.
 
Total population of all colonies with team bases on them.
==Mining==
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*Mining
Total value of scooped mined goods, based on server prices.  Fermium is worth significantly more than other mine-able commods, so fermium belts and suns significantly boost this score. Decays over time.
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Total value of scooped mined goods, based on server prices. Decays over time.
==Activity==
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*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.  
 
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:
 
Actions that give activity points include:
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*Killing an AI
 
*Killing an AI
 
*Scooping debris
 
*Scooping debris
*Jumping to a new gal.
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*Jumping to a new galaxy.
 
Decays over time.
 
Decays over time.
==Experience==
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*Experience
 
Teams gain a point towards this every time a team member levels up. Decays over time.
 
Teams gain a point towards this every time a team member levels up. Decays over time.
==Production==
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*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 bp. Decays over time.
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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.
  
 
Trading, Deadliness, Mining, Activity, Experience, and Production all decay at a rate of .1% per 5 minutes.
 
Trading, Deadliness, Mining, Activity, Experience, and Production all decay at a rate of .1% per 5 minutes.

Revision as of 21:36, 14 March 2014

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 bought from AI is divided by 8. 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.



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