Hourglass 2.0: Time Limits and Score System
Since Hourglass was released, we have seen a number of suggestions on how to make the feature more appealing to a wider audience. And in some of those threads, I proposed the following system, but I wanted to give it its own thread.
Why the change?
GrumpyW0lf’s thread highlights the major issues with the current streak system, which demotivates casual players from remaining in the player pool. I also want to point out that the current reward system is pass/fail, in which the losing crew gets the same amount of XP whether they put 100% of their effort into the fight, or simply loss-farmed and sailed straight out of bounds.
The system I am proposing adjusts Loss-XP to total activity, which incentivizes effort, disincentivizes loss-farming and unsportsmanlike “running just to waste time” that others have posted about. A time limit also incentivizes activity, and moves fights along.
Will this lead to farming or camping for XP?
No. As long as Win-XP remains fixed, and the objective of Hourglass is still to sink the opponent, there is no incentive to camp or farm. It would only waste time and resources. Think about it. If you get the same amount of XP whether you sink the opponent in 100 cannon balls or 1000, it makes absolutely no sense to take the extra 900 shots.
The purpose of this system is only to: 1] use as a fallback if neither ship sinks within the time limit; and 2] help determine Loss-XP.
New Time limit
I think the match length should be something reasonable, that allows for different styles of play. It shouldn’t be so short that players feel rushed, and it shouldn’t be too long that it defeats the purpose of having a limit. I feel 20 minutes is fair, but I can be persuaded otherwise.
New Score System
Again, the purpose of this is only to use as a fallback when neither crew sinks, and also to determine Loss-XP. Win-XP remains fixed, “X.” Loss-XP is scaled to activity, ending up with a value of “≤X.”
The score could factor in a number of activities, but shouldn’t be too granular, and should be balanced in a way that doesn’t lead to any obvious metas. What I am proposing is simple: 1] cannon balls hit, 2] repairs made, 3] boarders killed.
Loss-XP would be determined by the losing crew’s total activity as a fraction of the winning crew’s total activity. Here are some examples of what this would look like when Crew A fights Crew B; if cannon hits were 10pts, repairs were 5pts, boarders killed were 5pts:
A lands 100 hits, makes 20 repairs, kills 2 boarders.
B lands 70 hits, makes 30 repairs, kills 4 boarders.
A’s total activity is 1110
B’s total activity is 870
Scenario 1] The match reaches the time limit and neither team sinks:
A has the higher score and wins X; B wins 0.78X (870/1110)
Scenario 2] A sinks B:
A gets X; B wins 0.78X
Scenario 3] Despite A having performed 1.28 times B's total activity, B turns the tables and sinks A:
Remember, the losing crew can get up to ≤X. So even if they lost...
B gets X for winning; and A still gets X!
In the last scenario, even if A lost their ship, streak, and all their supplies, they still walked away with a good amount of XP for the effort they put in. With this system, the losing party would be rewarded appropriately, and may feel more motivated to get back into the queue.
Please let me know your thoughts.
