This is a work in progress ranked multiplayer and free play engine for my game Target, inspired by Rainbow Six Siege. Play it here [:] https://scratch.mit.edu/projects/1206439916/ Currently in Y2S1
This ranked engine (1.0) briefly explained in the project will be available on offline / free play mode along with a new upcoming multiplayer game mode. Your rank is determined by your match win/loss ratio. Every match you win you gain RP (Ranked Points) and every match you lose, you lose RP. Skill based matchmaking is a huge priority for us so we included a whole new set of variables that determine what matches you get placed in with our system called TSR (True Skill Rating) it is a hidden number calculated by a variety of factors such as: -W/L ratio -KD -Shot accuracy -Average kills -Win percentage There are 8 achievable ranks so far without sub-divisions, they are listed in the project. Your global peak rank is the rank displayed online for everybody to see and will also be displayed on a ranked leaderboard, your GR (Global rank) will only be saved & displayed if your ranked Silver or higher (3rd rank). As we may not have many players playing at once you could get placed into matchmaking with an AI bot, that may be slightly worse or better than you. It's all based on your skill, the more you play the more accurate your stats and the AI is. Cheating, smurfing or any sort of work-around to climb ranks is not allowed. We implemented an anti-cheat system along with a suspicion detector called Red Wire, it ticks your rank every once in a while the project is active along with every single other factor. For example if your KD or short accuracy drastically shoots up, we will detect that. Due to our fast-acting engines, you won't get banned permanently for your first offence, you'll be instantly booted from the game and may receive a lengthy match making ban along with lots of other features disabled. The use of auto clickers, turbo mode, <120FPS is prohibited and we have also included things like key detectors, click patterns & speed. We included cooldown limits on shooting and reloading to ensure no user has an advantage