I think that the step to damage scoring instead of pure unit gold cost is a good one but sometimes it does not reflect the impact some players do.
For example, right now to get the most damage done - you need to focus low-tier units which are easy to kill and also focus horses (heavy horse gives more score than a rider).
What I suggest is to add a multiplier that depends on unit cost so the formula be like this - |damage done| * |unit cost| / 100
So that kinda balances kills on peasant and makes heavy cav or heavy inf kill really valuable.
Also, I'd suggest lowering teamdamage multiplier to 1x + lowering horse damage multiplier a bit
@NIN3, please, senpai say what u think
#nin3istheway
For example, right now to get the most damage done - you need to focus low-tier units which are easy to kill and also focus horses (heavy horse gives more score than a rider).
What I suggest is to add a multiplier that depends on unit cost so the formula be like this - |damage done| * |unit cost| / 100
So that kinda balances kills on peasant and makes heavy cav or heavy inf kill really valuable.
Also, I'd suggest lowering teamdamage multiplier to 1x + lowering horse damage multiplier a bit
@NIN3, please, senpai say what u think
#nin3istheway