Ok so we all know the obvious problems which exist with the new GP scaling system that factors in Team influence first.
This system rewards sandbagging on a ridiculous level, and it generally provides lower ranked teams a huge advantage in Atlas Season. The biggest problem is when high level players are on low ranked teams. Im not going to delve into the multiple scenarios as examples of this flaw because it’s been spoken about in other threads. What I’d like to focus on here is suggestions to improve GP scaling.
I will put forth 2 solutions I have thought of, maybe they have even been discussed before. There may be better, more elegant solutions out there. If you’ve thought of a solution to this pls post it here.
Keep GP scaling mostly the same except for the following changes
a) a lvl 300-349, regardless of the team they are on, provides no less the 80% GP, lvl 350-399 gives 90% GP, lvl 400+ max GP no matter what.
b) loosen the range a team can hit based on their influence before they are penalized. Something like 10 ranks would already be helpful
Change GP scaling to incentivize attacking higher ranked teams for bonus GP, but add a hard minimum for GP when attacking lower ranked teams. Think of it like capture the flag where a team with more flags is worth more VP, except there is a minimum VP u can earn from lower teams. So it incentives attacking higher teams, but doesn’t penalize you too hard if you don’t or can’t. The important thing here is that lower ranked teams will also earn a lower GP percentage for hitting other lower ranked teams.
There is no reason a low ranked team should have any advantage, especially one so great.
These are just my ideas, feel free to add to, improve on, or suggest something completely different. Whats important is the current system changes because it’s entirely ridiculous.