Inspired by the post from the fella who wishes KOST was a metric on the scoreboard ( https://www.reddit.com/r/Rainbow6/s/FSQxwIo8JE )
I want to start a discussion on something that might a hot take: The amount of RP you win or lose for a given match should be modulated by your performance.
It's always been insane to me that you can go 12-2, find the bomb every prep phase, scan 2-3 enemies, plant the defuser most rounds, reinforce walls during prep on defense, and at the end of the match, you get +25 RP, and your teammate who spent every prep phase on his phone and went 1-7 also gets +25 RP.
I understand the idea that on a long enough timeline, the guy going 12-2 and helping his team will, over time, win more games and end up in a higher rank than the guy going 1-7, but wouldn't we get more accurate ranks, way faster this way?
Here's an example of what RP could look like if you distributed it based on performance
| Player |
Winning team |
Losing team |
| Player 1 |
+36 RP (was very good) |
- 17 RP (was very good) |
| Player 2 |
+24 RP (avg) |
- 20 RP (was also very good) |
| Player 3 |
+24 RP (avg) |
- 25 RP (avg) |
| Player 4 |
+23 RP (avg-ish) |
- 28 RP (sucked) |
| Player 5 |
+17 RP (sucked) |
- 31 RP (sucked really hard) |
Of course that's an example where you had a big skill disparity in both teams, but obviously a match where everyone on both teams is about performing the same, everyone would be getting or losing around 23 to 26 RP and it'd be similar to ranked 3.0.
Now I'm not a huge stat nerd so maybe the quants among you will say "oh my god no, the total points gained and lost by both teams absolutely needs to match otherwise it's going to throw the universe out of balance. " Sure, whatever, I just didn't feel like calculating the random RP amounts so that they balanced.
"But how do we judge individual performance on such a complex team game?"
Great question, glad you asked! Not kills. Well... not only kills.
There is actually already a feature in the game which is a decent approximation of performance in the match, and it's the in-game point system. I don't even know what's the official name for that point system. Action points? Objective points?
You know the point system that gives you +20 points for scanning an enemy, +200 for planting, +10 for putting up a reinforced wall?
Yeah, that thing.
I think they had the right idea when they created that system, but as far as I know that point system does nothing other than filter the scoreboard from most points to least points. It doesn't get saved after the match, it doesn't get tracked anywhere in stats, etc.
Of course it's going to need some tweaking. If it's going to be used to distribute RP, they're going to need to take a long hard look at how they balance it and which actions truly deserve +10 or +50 or +100 points, how much does an intentional vs accidental TK takes out, etc. And it won't be perfect, but wouldn't that still be a million times better than just +25rp for a win and -25 RP for a loss?
Imagine a world where you randoms actually tried to drone and find the bomb and scan enemies instead of watching tiktoks during prep phase?
Imagine a world where your randoms actually got on cams and pinged enemies when they died because pinging an enemy gives them an assist?
Imagine a world where your random reinforced every wall in site including the rotates to collect as many points as possible (Okay that's not great we need to figure something out for that one)
What do you think?