Quote Originally Posted by Gravton View Post
That's what Star Wars did. They had a medal system in place that would award activity in pvp. 1k damage gave dps medal 1, 2k for medal 2, etc. Tanks had damage taken and healers had healing done. I liked the system cause it weeded out bots and gave rewards based on points from medals. I.e. Participation.
I can't speak to Start Wars but every game I've played where they tried to quantify some kind of "MVP" system by identifying who performs the best absolutely fails. There are just way too ways to make game winning decisions that no algorithm can quantify. Someone can be bad at dealing damage or healing but maybe they give great calls to the alliance that allow them to win by being where they should be or avoiding pincers. Maybe I forego damaging ice to zone out enemy players wanting to get a few taps on it. Maybe a solo player ninja's an enemies base just long enough to pull 20 or 30 extra points for the team (I've never employed the ninja base strategy but I've absolutely been on the giving and receiving end of games that were within the point range of base-points earned that someone ninja'd - meaning the base ninja made a game winning decision).

Just too many ways you can help the team win that can't be quantified. The big problem with an "MVP" mechanic means that everyone is just going to go for those MVP points. Why zone enemies away from an ice if I lose MVP points? Why ninja a base if I lose MVP points? If MVP gets extra stuff, people will try to be MVP and make sub-optimal decisions to get it.